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2 /*  space_2d_sw.cpp                                                      */
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30 #include "space_2d_sw.h"
31 #include "collision_solver_2d_sw.h"
32 #include "physics_2d_server_sw.h"
33 
_match_object_type_query(CollisionObject2DSW * p_object,uint32_t p_layer_mask,uint32_t p_type_mask)34 _FORCE_INLINE_ static bool _match_object_type_query(CollisionObject2DSW *p_object, uint32_t p_layer_mask, uint32_t p_type_mask) {
35 
36 	if ((p_object->get_layer_mask() & p_layer_mask) == 0)
37 		return false;
38 
39 	if (p_object->get_type() == CollisionObject2DSW::TYPE_AREA)
40 		return p_type_mask & Physics2DDirectSpaceState::TYPE_MASK_AREA;
41 
42 	Body2DSW *body = static_cast<Body2DSW *>(p_object);
43 
44 	return (1 << body->get_mode()) & p_type_mask;
45 }
46 
intersect_point(const Vector2 & p_point,ShapeResult * r_results,int p_result_max,const Set<RID> & p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask,bool p_pick_point)47 int Physics2DDirectSpaceStateSW::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_layer_mask, uint32_t p_object_type_mask, bool p_pick_point) {
48 
49 	if (p_result_max <= 0)
50 		return 0;
51 
52 	Rect2 aabb;
53 	aabb.pos = p_point - Vector2(0.00001, 0.00001);
54 	aabb.size = Vector2(0.00002, 0.00002);
55 
56 	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
57 
58 	int cc = 0;
59 
60 	for (int i = 0; i < amount; i++) {
61 
62 		if (!_match_object_type_query(space->intersection_query_results[i], p_layer_mask, p_object_type_mask))
63 			continue;
64 
65 		if (p_exclude.has(space->intersection_query_results[i]->get_self()))
66 			continue;
67 
68 		const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
69 
70 		if (p_pick_point && !col_obj->is_pickable())
71 			continue;
72 
73 		int shape_idx = space->intersection_query_subindex_results[i];
74 
75 		Shape2DSW *shape = col_obj->get_shape(shape_idx);
76 
77 		Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_point);
78 
79 		if (!shape->contains_point(local_point))
80 			continue;
81 
82 		if (cc >= p_result_max)
83 			continue;
84 
85 		r_results[cc].collider_id = col_obj->get_instance_id();
86 		if (r_results[cc].collider_id != 0)
87 			r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
88 		r_results[cc].rid = col_obj->get_self();
89 		r_results[cc].shape = shape_idx;
90 		r_results[cc].metadata = col_obj->get_shape_metadata(shape_idx);
91 
92 		cc++;
93 	}
94 
95 	return cc;
96 }
97 
intersect_ray(const Vector2 & p_from,const Vector2 & p_to,RayResult & r_result,const Set<RID> & p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask)98 bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_layer_mask, uint32_t p_object_type_mask) {
99 
100 	ERR_FAIL_COND_V(space->locked, false);
101 
102 	Vector2 begin, end;
103 	Vector2 normal;
104 	begin = p_from;
105 	end = p_to;
106 	normal = (end - begin).normalized();
107 
108 	int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
109 
110 	//todo, create another array tha references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
111 
112 	bool collided = false;
113 	Vector2 res_point, res_normal;
114 	int res_shape;
115 	const CollisionObject2DSW *res_obj;
116 	real_t min_d = 1e10;
117 
118 	for (int i = 0; i < amount; i++) {
119 
120 		if (!_match_object_type_query(space->intersection_query_results[i], p_layer_mask, p_object_type_mask))
121 			continue;
122 
123 		if (p_exclude.has(space->intersection_query_results[i]->get_self()))
124 			continue;
125 
126 		const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
127 
128 		int shape_idx = space->intersection_query_subindex_results[i];
129 		Matrix32 inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
130 
131 		Vector2 local_from = inv_xform.xform(begin);
132 		Vector2 local_to = inv_xform.xform(end);
133 
134 		/*local_from = col_obj->get_inv_transform().xform(begin);
135 		local_from = col_obj->get_shape_inv_transform(shape_idx).xform(local_from);
136 
137 		local_to = col_obj->get_inv_transform().xform(end);
138 		local_to = col_obj->get_shape_inv_transform(shape_idx).xform(local_to);*/
139 
140 		const Shape2DSW *shape = col_obj->get_shape(shape_idx);
141 
142 		Vector2 shape_point, shape_normal;
143 
144 		if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
145 
146 			Matrix32 xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
147 			shape_point = xform.xform(shape_point);
148 
149 			real_t ld = normal.dot(shape_point);
150 
151 			if (ld < min_d) {
152 
153 				min_d = ld;
154 				res_point = shape_point;
155 				res_normal = inv_xform.basis_xform_inv(shape_normal).normalized();
156 				res_shape = shape_idx;
157 				res_obj = col_obj;
158 				collided = true;
159 			}
160 		}
161 	}
162 
163 	if (!collided)
164 		return false;
165 
166 	r_result.collider_id = res_obj->get_instance_id();
167 	if (r_result.collider_id != 0)
168 		r_result.collider = ObjectDB::get_instance(r_result.collider_id);
169 	r_result.normal = res_normal;
170 	r_result.metadata = res_obj->get_shape_metadata(res_shape);
171 	r_result.position = res_point;
172 	r_result.rid = res_obj->get_self();
173 	r_result.shape = res_shape;
174 
175 	return true;
176 }
177 
intersect_shape(const RID & p_shape,const Matrix32 & p_xform,const Vector2 & p_motion,float p_margin,ShapeResult * r_results,int p_result_max,const Set<RID> & p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask)178 int Physics2DDirectSpaceStateSW::intersect_shape(const RID &p_shape, const Matrix32 &p_xform, const Vector2 &p_motion, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_layer_mask, uint32_t p_object_type_mask) {
179 
180 	if (p_result_max <= 0)
181 		return 0;
182 
183 	Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
184 	ERR_FAIL_COND_V(!shape, 0);
185 
186 	Rect2 aabb = p_xform.xform(shape->get_aabb());
187 	aabb = aabb.grow(p_margin);
188 
189 	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, p_result_max, space->intersection_query_subindex_results);
190 
191 	int cc = 0;
192 
193 	for (int i = 0; i < amount; i++) {
194 
195 		if (!_match_object_type_query(space->intersection_query_results[i], p_layer_mask, p_object_type_mask))
196 			continue;
197 
198 		if (p_exclude.has(space->intersection_query_results[i]->get_self()))
199 			continue;
200 
201 		const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
202 		int shape_idx = space->intersection_query_subindex_results[i];
203 
204 		if (!CollisionSolver2DSW::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), NULL, NULL, NULL, p_margin))
205 			continue;
206 
207 		r_results[cc].collider_id = col_obj->get_instance_id();
208 		if (r_results[cc].collider_id != 0)
209 			r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
210 		r_results[cc].rid = col_obj->get_self();
211 		r_results[cc].shape = shape_idx;
212 		r_results[cc].metadata = col_obj->get_shape_metadata(shape_idx);
213 
214 		cc++;
215 	}
216 
217 	return cc;
218 }
219 
cast_motion(const RID & p_shape,const Matrix32 & p_xform,const Vector2 & p_motion,float p_margin,float & p_closest_safe,float & p_closest_unsafe,const Set<RID> & p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask)220 bool Physics2DDirectSpaceStateSW::cast_motion(const RID &p_shape, const Matrix32 &p_xform, const Vector2 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_layer_mask, uint32_t p_object_type_mask) {
221 
222 	Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
223 	ERR_FAIL_COND_V(!shape, false);
224 
225 	Rect2 aabb = p_xform.xform(shape->get_aabb());
226 	aabb = aabb.merge(Rect2(aabb.pos + p_motion, aabb.size)); //motion
227 	aabb = aabb.grow(p_margin);
228 
229 	//if (p_motion!=Vector2())
230 	//	print_line(p_motion);
231 
232 	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
233 
234 	float best_safe = 1;
235 	float best_unsafe = 1;
236 
237 	for (int i = 0; i < amount; i++) {
238 
239 		if (!_match_object_type_query(space->intersection_query_results[i], p_layer_mask, p_object_type_mask))
240 			continue;
241 
242 		if (p_exclude.has(space->intersection_query_results[i]->get_self()))
243 			continue; //ignore excluded
244 
245 		const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
246 		int shape_idx = space->intersection_query_subindex_results[i];
247 
248 		/*if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
249 
250 			const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
251 			if (body->get_one_way_collision_direction()!=Vector2() && p_motion.dot(body->get_one_way_collision_direction())<=CMP_EPSILON) {
252 				print_line("failed in motion dir");
253 				continue;
254 			}
255 		}*/
256 
257 		Matrix32 col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
258 		//test initial overlap, does it collide if going all the way?
259 		if (!CollisionSolver2DSW::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, NULL, p_margin)) {
260 			continue;
261 		}
262 
263 		//test initial overlap
264 		if (CollisionSolver2DSW::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, NULL, p_margin)) {
265 
266 			if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
267 				//if one way collision direction ignore initial overlap
268 				const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
269 				if (body->get_one_way_collision_direction() != Vector2()) {
270 					continue;
271 				}
272 			}
273 
274 			return false;
275 		}
276 
277 		//just do kinematic solving
278 		float low = 0;
279 		float hi = 1;
280 		Vector2 mnormal = p_motion.normalized();
281 
282 		for (int i = 0; i < 8; i++) { //steps should be customizable..
283 
284 			float ofs = (low + hi) * 0.5;
285 
286 			Vector2 sep = mnormal; //important optimization for this to work fast enough
287 			bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * ofs, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, &sep, p_margin);
288 
289 			if (collided) {
290 
291 				hi = ofs;
292 			} else {
293 
294 				low = ofs;
295 			}
296 		}
297 
298 		if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
299 
300 			const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
301 			if (body->get_one_way_collision_direction() != Vector2()) {
302 
303 				Vector2 cd[2];
304 				Physics2DServerSW::CollCbkData cbk;
305 				cbk.max = 1;
306 				cbk.amount = 0;
307 				cbk.ptr = cd;
308 				cbk.valid_dir = body->get_one_way_collision_direction();
309 				cbk.valid_depth = body->get_one_way_collision_max_depth();
310 
311 				Vector2 sep = mnormal; //important optimization for this to work fast enough
312 				bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * (hi + space->contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, p_margin);
313 				if (!collided || cbk.amount == 0) {
314 					continue;
315 				}
316 			}
317 		}
318 
319 		if (low < best_safe) {
320 			best_safe = low;
321 			best_unsafe = hi;
322 		}
323 	}
324 
325 	p_closest_safe = best_safe;
326 	p_closest_unsafe = best_unsafe;
327 
328 	return true;
329 }
330 
collide_shape(RID p_shape,const Matrix32 & p_shape_xform,const Vector2 & p_motion,float p_margin,Vector2 * r_results,int p_result_max,int & r_result_count,const Set<RID> & p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask)331 bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Matrix32 &p_shape_xform, const Vector2 &p_motion, float p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_layer_mask, uint32_t p_object_type_mask) {
332 
333 	if (p_result_max <= 0)
334 		return 0;
335 
336 	Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
337 	ERR_FAIL_COND_V(!shape, 0);
338 
339 	Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
340 	aabb = aabb.merge(Rect2(aabb.pos + p_motion, aabb.size)); //motion
341 	aabb = aabb.grow(p_margin);
342 
343 	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
344 
345 	bool collided = false;
346 	r_result_count = 0;
347 
348 	Physics2DServerSW::CollCbkData cbk;
349 	cbk.max = p_result_max;
350 	cbk.amount = 0;
351 	cbk.ptr = r_results;
352 	CollisionSolver2DSW::CallbackResult cbkres = NULL;
353 
354 	Physics2DServerSW::CollCbkData *cbkptr = NULL;
355 	if (p_result_max > 0) {
356 		cbkptr = &cbk;
357 		cbkres = Physics2DServerSW::_shape_col_cbk;
358 	}
359 
360 	for (int i = 0; i < amount; i++) {
361 
362 		if (!_match_object_type_query(space->intersection_query_results[i], p_layer_mask, p_object_type_mask))
363 			continue;
364 
365 		const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
366 		int shape_idx = space->intersection_query_subindex_results[i];
367 
368 		if (p_exclude.has(col_obj->get_self()))
369 			continue;
370 		if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
371 
372 			const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
373 			cbk.valid_dir = body->get_one_way_collision_direction();
374 			cbk.valid_depth = body->get_one_way_collision_max_depth();
375 		} else {
376 			cbk.valid_dir = Vector2();
377 			cbk.valid_depth = 0;
378 		}
379 
380 		if (CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
381 			collided = p_result_max == 0 || cbk.amount > 0;
382 		}
383 	}
384 
385 	r_result_count = cbk.amount;
386 
387 	return collided;
388 }
389 
390 struct _RestCallbackData2D {
391 
392 	const CollisionObject2DSW *object;
393 	const CollisionObject2DSW *best_object;
394 	int shape;
395 	int best_shape;
396 	Vector2 best_contact;
397 	Vector2 best_normal;
398 	float best_len;
399 	Vector2 valid_dir;
400 	float valid_depth;
401 };
402 
_rest_cbk_result(const Vector2 & p_point_A,const Vector2 & p_point_B,void * p_userdata)403 static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
404 
405 	_RestCallbackData2D *rd = (_RestCallbackData2D *)p_userdata;
406 
407 	if (rd->valid_dir != Vector2()) {
408 		if (p_point_A.distance_squared_to(p_point_B) > rd->valid_depth * rd->valid_depth)
409 			return;
410 		if (rd->valid_dir.dot((p_point_A - p_point_B).normalized()) < Math_PI * 0.25)
411 			return;
412 	}
413 
414 	Vector2 contact_rel = p_point_B - p_point_A;
415 	float len = contact_rel.length();
416 	if (len <= rd->best_len)
417 		return;
418 
419 	rd->best_len = len;
420 	rd->best_contact = p_point_B;
421 	rd->best_normal = contact_rel / len;
422 	rd->best_object = rd->object;
423 	rd->best_shape = rd->shape;
424 }
425 
rest_info(RID p_shape,const Matrix32 & p_shape_xform,const Vector2 & p_motion,float p_margin,ShapeRestInfo * r_info,const Set<RID> & p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask)426 bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Matrix32 &p_shape_xform, const Vector2 &p_motion, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_layer_mask, uint32_t p_object_type_mask) {
427 
428 	Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
429 	ERR_FAIL_COND_V(!shape, 0);
430 
431 	Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
432 	aabb = aabb.merge(Rect2(aabb.pos + p_motion, aabb.size)); //motion
433 	aabb = aabb.grow(p_margin);
434 
435 	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
436 
437 	_RestCallbackData2D rcd;
438 	rcd.best_len = 0;
439 	rcd.best_object = NULL;
440 	rcd.best_shape = 0;
441 
442 	for (int i = 0; i < amount; i++) {
443 
444 		if (!_match_object_type_query(space->intersection_query_results[i], p_layer_mask, p_object_type_mask))
445 			continue;
446 
447 		const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
448 		int shape_idx = space->intersection_query_subindex_results[i];
449 
450 		if (p_exclude.has(col_obj->get_self()))
451 			continue;
452 
453 		if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
454 
455 			const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
456 			rcd.valid_dir = body->get_one_way_collision_direction();
457 			rcd.valid_depth = body->get_one_way_collision_max_depth();
458 		} else {
459 			rcd.valid_dir = Vector2();
460 			rcd.valid_depth = 0;
461 		}
462 
463 		rcd.object = col_obj;
464 		rcd.shape = shape_idx;
465 		bool sc = CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, NULL, p_margin);
466 		if (!sc)
467 			continue;
468 	}
469 
470 	if (rcd.best_len == 0)
471 		return false;
472 
473 	r_info->collider_id = rcd.best_object->get_instance_id();
474 	r_info->shape = rcd.best_shape;
475 	r_info->normal = rcd.best_normal;
476 	r_info->point = rcd.best_contact;
477 	r_info->rid = rcd.best_object->get_self();
478 	r_info->metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
479 	if (rcd.best_object->get_type() == CollisionObject2DSW::TYPE_BODY) {
480 
481 		const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
482 		Vector2 rel_vec = r_info->point - body->get_transform().get_origin();
483 		r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
484 
485 	} else {
486 		r_info->linear_velocity = Vector2();
487 	}
488 
489 	return true;
490 }
491 
Physics2DDirectSpaceStateSW()492 Physics2DDirectSpaceStateSW::Physics2DDirectSpaceStateSW() {
493 
494 	space = NULL;
495 }
496 
497 ////////////////////////////////////////////////////////////////////////////////////////////////////////////
498 
_cull_aabb_for_body(Body2DSW * p_body,const Rect2 & p_aabb)499 int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
500 
501 	int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
502 
503 	for (int i = 0; i < amount; i++) {
504 
505 		bool keep = true;
506 
507 		if (intersection_query_results[i] == p_body)
508 			keep = false;
509 		else if (intersection_query_results[i]->get_type() == CollisionObject2DSW::TYPE_AREA)
510 			keep = false;
511 		else if ((static_cast<Body2DSW *>(intersection_query_results[i])->test_collision_mask(p_body)) == 0)
512 			keep = false;
513 		else if (static_cast<Body2DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self()))
514 			keep = false;
515 		else if (static_cast<Body2DSW *>(intersection_query_results[i])->is_shape_set_as_trigger(intersection_query_subindex_results[i]))
516 			keep = false;
517 
518 		if (!keep) {
519 
520 			if (i < amount - 1) {
521 				SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
522 				SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
523 			}
524 
525 			amount--;
526 			i--;
527 		}
528 	}
529 
530 	return amount;
531 }
532 
test_body_motion(Body2DSW * p_body,const Matrix32 & p_from,const Vector2 & p_motion,float p_margin,Physics2DServer::MotionResult * r_result)533 bool Space2DSW::test_body_motion(Body2DSW *p_body, const Matrix32 &p_from, const Vector2 &p_motion, float p_margin, Physics2DServer::MotionResult *r_result) {
534 
535 	//give me back regular physics engine logic
536 	//this is madness
537 	//and most people using this function will think
538 	//what it does is simpler than using physics
539 	//this took about a week to get right..
540 	//but is it right? who knows at this point..
541 
542 	if (r_result) {
543 		r_result->collider_id = 0;
544 		r_result->collider_shape = 0;
545 	}
546 	Rect2 body_aabb;
547 
548 	for (int i = 0; i < p_body->get_shape_count(); i++) {
549 
550 		if (i == 0)
551 			body_aabb = p_body->get_shape_aabb(i);
552 		else
553 			body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
554 	}
555 
556 	// Undo the currently transform the physics server is aware of and apply the provided one
557 	body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
558 
559 	body_aabb = body_aabb.grow(p_margin);
560 
561 	Matrix32 body_transform = p_from;
562 
563 	{
564 		//STEP 1, FREE BODY IF STUCK
565 
566 		const int max_results = 32;
567 		int recover_attempts = 4;
568 		Vector2 sr[max_results * 2];
569 
570 		do {
571 
572 			Physics2DServerSW::CollCbkData cbk;
573 			cbk.max = max_results;
574 			cbk.amount = 0;
575 			cbk.ptr = sr;
576 
577 			CollisionSolver2DSW::CallbackResult cbkres = NULL;
578 
579 			Physics2DServerSW::CollCbkData *cbkptr = NULL;
580 			cbkptr = &cbk;
581 			cbkres = Physics2DServerSW::_shape_col_cbk;
582 
583 			bool collided = false;
584 
585 			int amount = _cull_aabb_for_body(p_body, body_aabb);
586 
587 			for (int j = 0; j < p_body->get_shape_count(); j++) {
588 				if (p_body->is_shape_set_as_trigger(j))
589 					continue;
590 
591 				Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j);
592 				Shape2DSW *body_shape = p_body->get_shape(j);
593 				for (int i = 0; i < amount; i++) {
594 
595 					const CollisionObject2DSW *col_obj = intersection_query_results[i];
596 					int shape_idx = intersection_query_subindex_results[i];
597 
598 					if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
599 
600 						const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
601 
602 						Vector2 cdir = body->get_one_way_collision_direction();
603 						//if (cdir!=Vector2() && p_motion.dot(cdir)<0)
604 						//	continue;
605 
606 						cbk.valid_dir = cdir;
607 						cbk.valid_depth = body->get_one_way_collision_max_depth();
608 					} else {
609 						cbk.valid_dir = Vector2();
610 						cbk.valid_depth = 0;
611 					}
612 
613 					if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
614 						collided = cbk.amount > 0;
615 					}
616 				}
617 			}
618 
619 			if (!collided)
620 				break;
621 
622 			Vector2 recover_motion;
623 
624 			for (int i = 0; i < cbk.amount; i++) {
625 
626 				Vector2 a = sr[i * 2 + 0];
627 				Vector2 b = sr[i * 2 + 1];
628 
629 #if 0
630 				Vector2 rel = b-a;
631 				float d = rel.length();
632 				if (d==0)
633 					continue;
634 
635 				Vector2 n = rel/d;
636 				float traveled = n.dot(recover_motion);
637 				a+=n*traveled;
638 
639 #endif
640 				//	float d = a.distance_to(b);
641 
642 				//if (d<margin)
643 				///	continue;
644 				recover_motion += (b - a) * 0.4;
645 			}
646 
647 			if (recover_motion == Vector2()) {
648 				collided = false;
649 				break;
650 			}
651 
652 			body_transform.elements[2] += recover_motion;
653 			body_aabb.pos += recover_motion;
654 
655 			recover_attempts--;
656 
657 		} while (recover_attempts);
658 	}
659 
660 	float safe = 1.0;
661 	float unsafe = 1.0;
662 	int best_shape = -1;
663 
664 	{
665 		// STEP 2 ATTEMPT MOTION
666 
667 		Rect2 motion_aabb = body_aabb;
668 		motion_aabb.pos += p_motion;
669 		motion_aabb = motion_aabb.merge(body_aabb);
670 
671 		int amount = _cull_aabb_for_body(p_body, motion_aabb);
672 
673 		for (int j = 0; j < p_body->get_shape_count(); j++) {
674 
675 			if (p_body->is_shape_set_as_trigger(j))
676 				continue;
677 
678 			Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j);
679 			Shape2DSW *body_shape = p_body->get_shape(j);
680 
681 			bool stuck = false;
682 
683 			float best_safe = 1;
684 			float best_unsafe = 1;
685 
686 			for (int i = 0; i < amount; i++) {
687 
688 				const CollisionObject2DSW *col_obj = intersection_query_results[i];
689 				int shape_idx = intersection_query_subindex_results[i];
690 
691 				Matrix32 col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
692 				//test initial overlap, does it collide if going all the way?
693 				if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) {
694 					continue;
695 				}
696 
697 				//test initial overlap
698 				if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) {
699 
700 					if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
701 						//if one way collision direction ignore initial overlap
702 						const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
703 						if (body->get_one_way_collision_direction() != Vector2()) {
704 							continue;
705 						}
706 					}
707 
708 					stuck = true;
709 					break;
710 				}
711 
712 				//just do kinematic solving
713 				float low = 0;
714 				float hi = 1;
715 				Vector2 mnormal = p_motion.normalized();
716 
717 				for (int i = 0; i < 8; i++) { //steps should be customizable..
718 
719 					float ofs = (low + hi) * 0.5;
720 
721 					Vector2 sep = mnormal; //important optimization for this to work fast enough
722 					bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, &sep, 0);
723 
724 					if (collided) {
725 
726 						hi = ofs;
727 					} else {
728 
729 						low = ofs;
730 					}
731 				}
732 
733 				if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
734 
735 					const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
736 					if (body->get_one_way_collision_direction() != Vector2()) {
737 
738 						Vector2 cd[2];
739 						Physics2DServerSW::CollCbkData cbk;
740 						cbk.max = 1;
741 						cbk.amount = 0;
742 						cbk.ptr = cd;
743 						cbk.valid_dir = body->get_one_way_collision_direction();
744 						cbk.valid_depth = 10e20; //body is already unstuck; no need for depth testing at this stage
745 
746 						Vector2 sep = mnormal; //important optimization for this to work fast enough
747 						bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
748 						if (!collided || cbk.amount == 0) {
749 							continue;
750 						}
751 					}
752 				}
753 
754 				if (low < best_safe) {
755 					best_safe = low;
756 					best_unsafe = hi;
757 				}
758 			}
759 
760 			if (stuck) {
761 
762 				safe = 0;
763 				unsafe = 0;
764 				best_shape = j; //sadly it's the best
765 				break;
766 			}
767 			if (best_safe == 1.0) {
768 				continue;
769 			}
770 			if (best_safe < safe) {
771 
772 				safe = best_safe;
773 				unsafe = best_unsafe;
774 				best_shape = j;
775 			}
776 		}
777 	}
778 
779 	bool collided = false;
780 	if (safe >= 1) {
781 		//not collided
782 		collided = false;
783 		if (r_result) {
784 
785 			r_result->motion = p_motion;
786 			r_result->remainder = Vector2();
787 			r_result->motion += (body_transform.elements[2] - p_from.elements[2]);
788 		}
789 
790 	} else {
791 
792 		//it collided, let's get the rest info in unsafe advance
793 		Matrix32 ugt = body_transform;
794 		ugt.elements[2] += p_motion * unsafe;
795 
796 		_RestCallbackData2D rcd;
797 		rcd.best_len = 0;
798 		rcd.best_object = NULL;
799 		rcd.best_shape = 0;
800 
801 		Matrix32 body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
802 		Shape2DSW *body_shape = p_body->get_shape(best_shape);
803 
804 		body_aabb.pos += p_motion * unsafe;
805 
806 		int amount = _cull_aabb_for_body(p_body, body_aabb);
807 
808 		for (int i = 0; i < amount; i++) {
809 
810 			const CollisionObject2DSW *col_obj = intersection_query_results[i];
811 			int shape_idx = intersection_query_subindex_results[i];
812 
813 			if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
814 
815 				const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
816 				rcd.valid_dir = body->get_one_way_collision_direction();
817 				rcd.valid_depth = body->get_one_way_collision_max_depth();
818 			} else {
819 				rcd.valid_dir = Vector2();
820 				rcd.valid_depth = 0;
821 			}
822 
823 			rcd.object = col_obj;
824 			rcd.shape = shape_idx;
825 			bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, NULL, p_margin);
826 			if (!sc)
827 				continue;
828 		}
829 
830 		if (rcd.best_len != 0) {
831 
832 			if (r_result) {
833 				r_result->collider = rcd.best_object->get_self();
834 				r_result->collider_id = rcd.best_object->get_instance_id();
835 				r_result->collider_shape = rcd.best_shape;
836 				r_result->collision_normal = rcd.best_normal;
837 				r_result->collision_point = rcd.best_contact;
838 				r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
839 
840 				const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
841 				Vector2 rel_vec = r_result->collision_point - body->get_transform().get_origin();
842 				r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
843 
844 				r_result->motion = safe * p_motion;
845 				r_result->remainder = p_motion - safe * p_motion;
846 				r_result->motion += (body_transform.elements[2] - p_from.elements[2]);
847 			}
848 
849 			collided = true;
850 		} else {
851 			if (r_result) {
852 
853 				r_result->motion = p_motion;
854 				r_result->remainder = Vector2();
855 				r_result->motion += (body_transform.elements[2] - p_from.elements[2]);
856 			}
857 
858 			collided = false;
859 		}
860 	}
861 
862 	return collided;
863 
864 #if 0
865 	//give me back regular physics engine logic
866 	//this is madness
867 	//and most people using this function will think
868 	//what it does is simpler than using physics
869 	//this took about a week to get right..
870 	//but is it right? who knows at this point..
871 
872 
873 	colliding=false;
874 	ERR_FAIL_COND_V(!is_inside_tree(),Vector2());
875 	Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
876 	ERR_FAIL_COND_V(!dss,Vector2());
877 	const int max_shapes=32;
878 	Vector2 sr[max_shapes*2];
879 	int res_shapes;
880 
881 	Set<RID> exclude;
882 	exclude.insert(get_rid());
883 
884 
885 	//recover first
886 	int recover_attempts=4;
887 
888 	bool collided=false;
889 	uint32_t mask=0;
890 	if (collide_static)
891 		mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
892 	if (collide_kinematic)
893 		mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
894 	if (collide_rigid)
895 		mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
896 	if (collide_character)
897 		mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
898 
899 //	print_line("motion: "+p_motion+" margin: "+rtos(margin));
900 
901 	//print_line("margin: "+rtos(margin));
902 	do {
903 
904 		//motion recover
905 		for(int i=0;i<get_shape_count();i++) {
906 
907 			if (is_shape_set_as_trigger(i))
908 				continue;
909 			if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask))
910 				collided=true;
911 
912 		}
913 
914 		if (!collided)
915 			break;
916 
917 		Vector2 recover_motion;
918 
919 		for(int i=0;i<res_shapes;i++) {
920 
921 			Vector2 a = sr[i*2+0];
922 			Vector2 b = sr[i*2+1];
923 
924 			float d = a.distance_to(b);
925 
926 			//if (d<margin)
927 			///	continue;
928 			recover_motion+=(b-a)*0.4;
929 		}
930 
931 		if (recover_motion==Vector2()) {
932 			collided=false;
933 			break;
934 		}
935 
936 		Matrix32 gt = get_global_transform();
937 		gt.elements[2]+=recover_motion;
938 		set_global_transform(gt);
939 
940 		recover_attempts--;
941 
942 	} while (recover_attempts);
943 
944 
945 	//move second
946 	float safe = 1.0;
947 	float unsafe = 1.0;
948 	int best_shape=-1;
949 
950 	for(int i=0;i<get_shape_count();i++) {
951 
952 		if (is_shape_set_as_trigger(i))
953 			continue;
954 
955 		float lsafe,lunsafe;
956 		bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask);
957 		//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
958 		if (!valid) {
959 
960 			safe=0;
961 			unsafe=0;
962 			best_shape=i; //sadly it's the best
963 			break;
964 		}
965 		if (lsafe==1.0) {
966 			continue;
967 		}
968 		if (lsafe < safe) {
969 
970 			safe=lsafe;
971 			unsafe=lunsafe;
972 			best_shape=i;
973 		}
974 	}
975 
976 
977 	//print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
978 
979 	if (safe>=1) {
980 		//not collided
981 		colliding=false;
982 	} else {
983 
984 		//it collided, let's get the rest info in unsafe advance
985 		Matrix32 ugt = get_global_transform();
986 		ugt.elements[2]+=p_motion*unsafe;
987 		Physics2DDirectSpaceState::ShapeRestInfo rest_info;
988 		bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask);
989 		if (!c2) {
990 			//should not happen, but floating point precision is so weird..
991 
992 			colliding=false;
993 		} else {
994 
995 
996 			//print_line("Travel: "+rtos(travel));
997 			colliding=true;
998 			collision=rest_info.point;
999 			normal=rest_info.normal;
1000 			collider=rest_info.collider_id;
1001 			collider_vel=rest_info.linear_velocity;
1002 			collider_shape=rest_info.shape;
1003 			collider_metadata=rest_info.metadata;
1004 		}
1005 
1006 	}
1007 
1008 	Vector2 motion=p_motion*safe;
1009 	Matrix32 gt = get_global_transform();
1010 	gt.elements[2]+=motion;
1011 	set_global_transform(gt);
1012 
1013 	return p_motion-motion;
1014 
1015 #endif
1016 	return false;
1017 }
1018 
_broadphase_pair(CollisionObject2DSW * A,int p_subindex_A,CollisionObject2DSW * B,int p_subindex_B,void * p_self)1019 void *Space2DSW::_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self) {
1020 
1021 	CollisionObject2DSW::Type type_A = A->get_type();
1022 	CollisionObject2DSW::Type type_B = B->get_type();
1023 	if (type_A > type_B) {
1024 
1025 		SWAP(A, B);
1026 		SWAP(p_subindex_A, p_subindex_B);
1027 		SWAP(type_A, type_B);
1028 	}
1029 
1030 	Space2DSW *self = (Space2DSW *)p_self;
1031 	self->collision_pairs++;
1032 
1033 	if (type_A == CollisionObject2DSW::TYPE_AREA) {
1034 
1035 		Area2DSW *area = static_cast<Area2DSW *>(A);
1036 		if (type_B == CollisionObject2DSW::TYPE_AREA) {
1037 
1038 			Area2DSW *area_b = static_cast<Area2DSW *>(B);
1039 			Area2Pair2DSW *area2_pair = memnew(Area2Pair2DSW(area_b, p_subindex_B, area, p_subindex_A));
1040 			return area2_pair;
1041 		} else {
1042 
1043 			Body2DSW *body = static_cast<Body2DSW *>(B);
1044 			AreaPair2DSW *area_pair = memnew(AreaPair2DSW(body, p_subindex_B, area, p_subindex_A));
1045 			return area_pair;
1046 		}
1047 
1048 	} else {
1049 
1050 		BodyPair2DSW *b = memnew(BodyPair2DSW((Body2DSW *)A, p_subindex_A, (Body2DSW *)B, p_subindex_B));
1051 		return b;
1052 	}
1053 
1054 	return NULL;
1055 }
1056 
_broadphase_unpair(CollisionObject2DSW * A,int p_subindex_A,CollisionObject2DSW * B,int p_subindex_B,void * p_data,void * p_self)1057 void Space2DSW::_broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self) {
1058 
1059 	Space2DSW *self = (Space2DSW *)p_self;
1060 	self->collision_pairs--;
1061 	Constraint2DSW *c = (Constraint2DSW *)p_data;
1062 	memdelete(c);
1063 }
1064 
get_active_body_list() const1065 const SelfList<Body2DSW>::List &Space2DSW::get_active_body_list() const {
1066 
1067 	return active_list;
1068 }
body_add_to_active_list(SelfList<Body2DSW> * p_body)1069 void Space2DSW::body_add_to_active_list(SelfList<Body2DSW> *p_body) {
1070 
1071 	active_list.add(p_body);
1072 }
body_remove_from_active_list(SelfList<Body2DSW> * p_body)1073 void Space2DSW::body_remove_from_active_list(SelfList<Body2DSW> *p_body) {
1074 
1075 	active_list.remove(p_body);
1076 }
1077 
body_add_to_inertia_update_list(SelfList<Body2DSW> * p_body)1078 void Space2DSW::body_add_to_inertia_update_list(SelfList<Body2DSW> *p_body) {
1079 
1080 	inertia_update_list.add(p_body);
1081 }
1082 
body_remove_from_inertia_update_list(SelfList<Body2DSW> * p_body)1083 void Space2DSW::body_remove_from_inertia_update_list(SelfList<Body2DSW> *p_body) {
1084 
1085 	inertia_update_list.remove(p_body);
1086 }
1087 
get_broadphase()1088 BroadPhase2DSW *Space2DSW::get_broadphase() {
1089 
1090 	return broadphase;
1091 }
1092 
add_object(CollisionObject2DSW * p_object)1093 void Space2DSW::add_object(CollisionObject2DSW *p_object) {
1094 
1095 	ERR_FAIL_COND(objects.has(p_object));
1096 	objects.insert(p_object);
1097 }
1098 
remove_object(CollisionObject2DSW * p_object)1099 void Space2DSW::remove_object(CollisionObject2DSW *p_object) {
1100 
1101 	ERR_FAIL_COND(!objects.has(p_object));
1102 	objects.erase(p_object);
1103 }
1104 
get_objects() const1105 const Set<CollisionObject2DSW *> &Space2DSW::get_objects() const {
1106 
1107 	return objects;
1108 }
1109 
body_add_to_state_query_list(SelfList<Body2DSW> * p_body)1110 void Space2DSW::body_add_to_state_query_list(SelfList<Body2DSW> *p_body) {
1111 
1112 	state_query_list.add(p_body);
1113 }
body_remove_from_state_query_list(SelfList<Body2DSW> * p_body)1114 void Space2DSW::body_remove_from_state_query_list(SelfList<Body2DSW> *p_body) {
1115 
1116 	state_query_list.remove(p_body);
1117 }
1118 
area_add_to_monitor_query_list(SelfList<Area2DSW> * p_area)1119 void Space2DSW::area_add_to_monitor_query_list(SelfList<Area2DSW> *p_area) {
1120 
1121 	monitor_query_list.add(p_area);
1122 }
area_remove_from_monitor_query_list(SelfList<Area2DSW> * p_area)1123 void Space2DSW::area_remove_from_monitor_query_list(SelfList<Area2DSW> *p_area) {
1124 
1125 	monitor_query_list.remove(p_area);
1126 }
1127 
area_add_to_moved_list(SelfList<Area2DSW> * p_area)1128 void Space2DSW::area_add_to_moved_list(SelfList<Area2DSW> *p_area) {
1129 
1130 	area_moved_list.add(p_area);
1131 }
1132 
area_remove_from_moved_list(SelfList<Area2DSW> * p_area)1133 void Space2DSW::area_remove_from_moved_list(SelfList<Area2DSW> *p_area) {
1134 
1135 	area_moved_list.remove(p_area);
1136 }
1137 
get_moved_area_list() const1138 const SelfList<Area2DSW>::List &Space2DSW::get_moved_area_list() const {
1139 
1140 	return area_moved_list;
1141 }
1142 
call_queries()1143 void Space2DSW::call_queries() {
1144 
1145 	while (state_query_list.first()) {
1146 
1147 		Body2DSW *b = state_query_list.first()->self();
1148 		state_query_list.remove(state_query_list.first());
1149 		b->call_queries();
1150 	}
1151 
1152 	while (monitor_query_list.first()) {
1153 
1154 		Area2DSW *a = monitor_query_list.first()->self();
1155 		monitor_query_list.remove(monitor_query_list.first());
1156 		a->call_queries();
1157 	}
1158 }
1159 
setup()1160 void Space2DSW::setup() {
1161 
1162 	contact_debug_count = 0;
1163 
1164 	while (inertia_update_list.first()) {
1165 		inertia_update_list.first()->self()->update_inertias();
1166 		inertia_update_list.remove(inertia_update_list.first());
1167 	}
1168 }
1169 
update()1170 void Space2DSW::update() {
1171 
1172 	broadphase->update();
1173 }
1174 
set_param(Physics2DServer::SpaceParameter p_param,real_t p_value)1175 void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_value) {
1176 
1177 	switch (p_param) {
1178 
1179 		case Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; break;
1180 		case Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation = p_value; break;
1181 		case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = p_value; break;
1182 		case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: body_linear_velocity_sleep_treshold = p_value; break;
1183 		case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: body_angular_velocity_sleep_treshold = p_value; break;
1184 		case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break;
1185 		case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break;
1186 	}
1187 }
1188 
get_param(Physics2DServer::SpaceParameter p_param) const1189 real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const {
1190 
1191 	switch (p_param) {
1192 
1193 		case Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius;
1194 		case Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation;
1195 		case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration;
1196 		case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: return body_linear_velocity_sleep_treshold;
1197 		case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: return body_angular_velocity_sleep_treshold;
1198 		case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep;
1199 		case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;
1200 	}
1201 	return 0;
1202 }
1203 
lock()1204 void Space2DSW::lock() {
1205 
1206 	locked = true;
1207 }
1208 
unlock()1209 void Space2DSW::unlock() {
1210 
1211 	locked = false;
1212 }
1213 
is_locked() const1214 bool Space2DSW::is_locked() const {
1215 
1216 	return locked;
1217 }
1218 
get_direct_state()1219 Physics2DDirectSpaceStateSW *Space2DSW::get_direct_state() {
1220 
1221 	return direct_access;
1222 }
1223 
Space2DSW()1224 Space2DSW::Space2DSW() {
1225 
1226 	collision_pairs = 0;
1227 	active_objects = 0;
1228 	island_count = 0;
1229 
1230 	contact_debug_count = 0;
1231 
1232 	locked = false;
1233 	contact_recycle_radius = 1.0;
1234 	contact_max_separation = 1.5;
1235 	contact_max_allowed_penetration = 0.3;
1236 
1237 	constraint_bias = 0.2;
1238 	body_linear_velocity_sleep_treshold = GLOBAL_DEF("physics_2d/sleep_threashold_linear", 2.0);
1239 	body_angular_velocity_sleep_treshold = GLOBAL_DEF("physics_2d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
1240 	body_time_to_sleep = GLOBAL_DEF("physics_2d/time_before_sleep", 0.5);
1241 
1242 	broadphase = BroadPhase2DSW::create_func();
1243 	broadphase->set_pair_callback(_broadphase_pair, this);
1244 	broadphase->set_unpair_callback(_broadphase_unpair, this);
1245 	area = NULL;
1246 
1247 	direct_access = memnew(Physics2DDirectSpaceStateSW);
1248 	direct_access->space = this;
1249 
1250 	for (int i = 0; i < ELAPSED_TIME_MAX; i++)
1251 		elapsed_time[i] = 0;
1252 }
1253 
~Space2DSW()1254 Space2DSW::~Space2DSW() {
1255 
1256 	memdelete(broadphase);
1257 	memdelete(direct_access);
1258 }
1259