A bit of everything:

-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
This commit is contained in:
Juan Linietsky
2014-05-14 01:22:15 -03:00
parent 45a509282e
commit b324ff7ea5
73 changed files with 3364 additions and 703 deletions

View File

@ -35,7 +35,7 @@
#define NO_REVERB
#endif
template<class Depth,bool is_stereo,bool use_filter,bool use_fx,AudioMixerSW::InterpolationType type,AudioMixerSW::MixChannels mix_mode>
template<class Depth,bool is_stereo,bool is_ima_adpcm,bool use_filter,bool use_fx,AudioMixerSW::InterpolationType type,AudioMixerSW::MixChannels mix_mode>
void AudioMixerSW::do_resample(const Depth* p_src, int32_t *p_dst, ResamplerState *p_state) {
// this function will be compiled branchless by any decent compiler
@ -48,37 +48,110 @@ void AudioMixerSW::do_resample(const Depth* p_src, int32_t *p_dst, ResamplerStat
if (is_stereo)
pos<<=1;
final=p_src[pos];
if (is_stereo)
final_r=p_src[pos+1];
if (is_ima_adpcm) {
if (sizeof(Depth)==1) { /* conditions will not exist anymore when compiled! */
final<<=8;
if (is_stereo)
final_r<<=8;
}
int sample_pos = pos + p_state->ima_adpcm->window_ofs;
if (type==INTERPOLATION_LINEAR) {
while(sample_pos>p_state->ima_adpcm->last_nibble) {
if (is_stereo) {
next=p_src[pos+2];
next_r=p_src[pos+3];
} else {
next=p_src[pos+1];
static const int16_t _ima_adpcm_step_table[89] = {
7, 8, 9, 10, 11, 12, 13, 14, 16, 17,
19, 21, 23, 25, 28, 31, 34, 37, 41, 45,
50, 55, 60, 66, 73, 80, 88, 97, 107, 118,
130, 143, 157, 173, 190, 209, 230, 253, 279, 307,
337, 371, 408, 449, 494, 544, 598, 658, 724, 796,
876, 963, 1060, 1166, 1282, 1411, 1552, 1707, 1878, 2066,
2272, 2499, 2749, 3024, 3327, 3660, 4026, 4428, 4871, 5358,
5894, 6484, 7132, 7845, 8630, 9493, 10442, 11487, 12635, 13899,
15289, 16818, 18500, 20350, 22385, 24623, 27086, 29794, 32767
};
static const int8_t _ima_adpcm_index_table[16] = {
-1, -1, -1, -1, 2, 4, 6, 8,
-1, -1, -1, -1, 2, 4, 6, 8
};
int16_t nibble,signed_nibble,diff,step;
p_state->ima_adpcm->last_nibble++;
const uint8_t *src_ptr=p_state->ima_adpcm->ptr;
nibble = (p_state->ima_adpcm->last_nibble&1)?
(src_ptr[p_state->ima_adpcm->last_nibble>>1]>>4):(src_ptr[p_state->ima_adpcm->last_nibble>>1]&0xF);
step=_ima_adpcm_step_table[p_state->ima_adpcm->step_index];
p_state->ima_adpcm->step_index += _ima_adpcm_index_table[nibble];
if (p_state->ima_adpcm->step_index<0)
p_state->ima_adpcm->step_index=0;
if (p_state->ima_adpcm->step_index>88)
p_state->ima_adpcm->step_index=88;
/*
signed_nibble = (nibble&7) * ((nibble&8)?-1:1);
diff = (2 * signed_nibble + 1) * step / 4; */
diff = step >> 3 ;
if (nibble & 1)
diff += step >> 2 ;
if (nibble & 2)
diff += step >> 1 ;
if (nibble & 4)
diff += step ;
if (nibble & 8)
diff = -diff ;
p_state->ima_adpcm->predictor+=diff;
if (p_state->ima_adpcm->predictor<-0x8000)
p_state->ima_adpcm->predictor=-0x8000;
else if (p_state->ima_adpcm->predictor>0x7FFF)
p_state->ima_adpcm->predictor=0x7FFF;
/* store loop if there */
if (p_state->ima_adpcm->last_nibble==p_state->ima_adpcm->loop_pos) {
p_state->ima_adpcm->loop_step_index = p_state->ima_adpcm->step_index;
p_state->ima_adpcm->loop_predictor = p_state->ima_adpcm->predictor;
}
}
if (sizeof(Depth)==1) {
next<<=8;
final=p_state->ima_adpcm->predictor;
} else {
final=p_src[pos];
if (is_stereo)
final_r=p_src[pos+1];
if (sizeof(Depth)==1) { /* conditions will not exist anymore when compiled! */
final<<=8;
if (is_stereo)
next_r<<=8;
final_r<<=8;
}
int32_t frac=int32_t(p_state->pos&MIX_FRAC_MASK);
if (type==INTERPOLATION_LINEAR) {
final=final+((next-final)*frac >> MIX_FRAC_BITS);
if (is_stereo)
final_r=final_r+((next_r-final_r)*frac >> MIX_FRAC_BITS);
if (is_stereo) {
next=p_src[pos+2];
next_r=p_src[pos+3];
} else {
next=p_src[pos+1];
}
if (sizeof(Depth)==1) {
next<<=8;
if (is_stereo)
next_r<<=8;
}
int32_t frac=int32_t(p_state->pos&MIX_FRAC_MASK);
final=final+((next-final)*frac >> MIX_FRAC_BITS);
if (is_stereo)
final_r=final_r+((next_r-final_r)*frac >> MIX_FRAC_BITS);
}
}
if (use_filter) {
@ -314,6 +387,15 @@ void AudioMixerSW::mix_channel(Channel& c) {
rstate.filter_l=&c.mix.filter_l;
rstate.filter_r=&c.mix.filter_r;
if (format==AS::SAMPLE_FORMAT_IMA_ADPCM) {
rstate.ima_adpcm=&c.mix.ima_adpcm;
if (loop_format!=AS::SAMPLE_LOOP_NONE) {
c.mix.ima_adpcm.loop_pos=loop_begin_fp>>MIX_FRAC_BITS;
loop_format=AS::SAMPLE_LOOP_FORWARD;
}
}
while (todo>0) {
int64_t limit=0;
@ -354,7 +436,14 @@ void AudioMixerSW::mix_channel(Channel& c) {
} else {
/* go to loop-begin */
c.mix.offset=loop_begin_fp+(c.mix.offset-loop_end_fp);
if (format==AS::SAMPLE_FORMAT_IMA_ADPCM) {
c.mix.ima_adpcm.step_index=c.mix.ima_adpcm.loop_step_index;
c.mix.ima_adpcm.predictor=c.mix.ima_adpcm.loop_predictor;
c.mix.ima_adpcm.last_nibble=loop_begin_fp>>MIX_FRAC_BITS;
c.mix.offset=loop_begin_fp;
} else {
c.mix.offset=loop_begin_fp+(c.mix.offset-loop_end_fp);
}
}
} else {
@ -393,48 +482,48 @@ void AudioMixerSW::mix_channel(Channel& c) {
/* Macros to call the resample function for all possibilities, creating a dedicated-non branchy function call for each thanks to template magic*/
#define CALL_RESAMPLE_FUNC( m_depth, m_stereo, m_use_filter, m_use_fx, m_interp, m_mode)\
do_resample<m_depth,m_stereo,m_use_filter,m_use_fx,m_interp, m_mode>(\
#define CALL_RESAMPLE_FUNC( m_depth, m_stereo, m_ima_adpcm, m_use_filter, m_use_fx, m_interp, m_mode)\
do_resample<m_depth,m_stereo,m_ima_adpcm, m_use_filter,m_use_fx,m_interp, m_mode>(\
src_ptr,\
dst_buff,&rstate);
#define CALL_RESAMPLE_INTERP( m_depth, m_stereo, m_use_filter, m_use_fx, m_interp, m_mode)\
#define CALL_RESAMPLE_INTERP( m_depth, m_stereo, m_ima_adpcm, m_use_filter, m_use_fx, m_interp, m_mode)\
if(m_interp==INTERPOLATION_RAW) {\
CALL_RESAMPLE_FUNC(m_depth,m_stereo,m_use_filter,m_use_fx,INTERPOLATION_RAW,m_mode);\
CALL_RESAMPLE_FUNC(m_depth,m_stereo, m_ima_adpcm,m_use_filter,m_use_fx,INTERPOLATION_RAW,m_mode);\
} else if(m_interp==INTERPOLATION_LINEAR) {\
CALL_RESAMPLE_FUNC(m_depth,m_stereo,m_use_filter,m_use_fx,INTERPOLATION_LINEAR,m_mode);\
CALL_RESAMPLE_FUNC(m_depth,m_stereo, m_ima_adpcm,m_use_filter,m_use_fx,INTERPOLATION_LINEAR,m_mode);\
} else if(m_interp==INTERPOLATION_CUBIC) {\
CALL_RESAMPLE_FUNC(m_depth,m_stereo,m_use_filter,m_use_fx,INTERPOLATION_CUBIC,m_mode);\
CALL_RESAMPLE_FUNC(m_depth,m_stereo, m_ima_adpcm,m_use_filter,m_use_fx,INTERPOLATION_CUBIC,m_mode);\
}\
#define CALL_RESAMPLE_FX( m_depth, m_stereo, m_use_filter, m_use_fx, m_interp, m_mode)\
#define CALL_RESAMPLE_FX( m_depth, m_stereo, m_ima_adpcm, m_use_filter, m_use_fx, m_interp, m_mode)\
if(m_use_fx) {\
CALL_RESAMPLE_INTERP(m_depth,m_stereo,m_use_filter,true,m_interp, m_mode);\
CALL_RESAMPLE_INTERP(m_depth,m_stereo, m_ima_adpcm,m_use_filter,true,m_interp, m_mode);\
} else {\
CALL_RESAMPLE_INTERP(m_depth,m_stereo,m_use_filter,false,m_interp, m_mode);\
CALL_RESAMPLE_INTERP(m_depth,m_stereo, m_ima_adpcm,m_use_filter,false,m_interp, m_mode);\
}\
#define CALL_RESAMPLE_FILTER( m_depth, m_stereo, m_use_filter, m_use_fx, m_interp, m_mode)\
#define CALL_RESAMPLE_FILTER( m_depth, m_stereo, m_ima_adpcm, m_use_filter, m_use_fx, m_interp, m_mode)\
if(m_use_filter) {\
CALL_RESAMPLE_FX(m_depth,m_stereo,true,m_use_fx,m_interp, m_mode);\
CALL_RESAMPLE_FX(m_depth,m_stereo, m_ima_adpcm,true,m_use_fx,m_interp, m_mode);\
} else {\
CALL_RESAMPLE_FX(m_depth,m_stereo,false,m_use_fx,m_interp, m_mode);\
CALL_RESAMPLE_FX(m_depth,m_stereo, m_ima_adpcm,false,m_use_fx,m_interp, m_mode);\
}\
#define CALL_RESAMPLE_STEREO( m_depth, m_stereo, m_use_filter, m_use_fx, m_interp, m_mode)\
#define CALL_RESAMPLE_STEREO( m_depth, m_stereo, m_ima_adpcm, m_use_filter, m_use_fx, m_interp, m_mode)\
if(m_stereo) {\
CALL_RESAMPLE_FILTER(m_depth,true,m_use_filter,m_use_fx,m_interp, m_mode);\
CALL_RESAMPLE_FILTER(m_depth,true,m_ima_adpcm, m_use_filter,m_use_fx,m_interp, m_mode);\
} else {\
CALL_RESAMPLE_FILTER(m_depth,false,m_use_filter,m_use_fx,m_interp, m_mode);\
CALL_RESAMPLE_FILTER(m_depth,false,m_ima_adpcm,m_use_filter,m_use_fx,m_interp, m_mode);\
}\
#define CALL_RESAMPLE_MODE( m_depth, m_stereo, m_use_filter, m_use_fx, m_interp, m_mode)\
#define CALL_RESAMPLE_MODE( m_depth, m_stereo, m_ima_adpcm, m_use_filter, m_use_fx, m_interp, m_mode)\
if(m_mode==MIX_STEREO) {\
CALL_RESAMPLE_STEREO(m_depth,m_stereo,m_use_filter,m_use_fx,m_interp, MIX_STEREO);\
CALL_RESAMPLE_STEREO(m_depth,m_stereo, m_ima_adpcm,m_use_filter,m_use_fx,m_interp, MIX_STEREO);\
} else {\
CALL_RESAMPLE_STEREO(m_depth,m_stereo,m_use_filter,m_use_fx,m_interp, MIX_QUAD);\
CALL_RESAMPLE_STEREO(m_depth,m_stereo, m_ima_adpcm,m_use_filter,m_use_fx,m_interp, MIX_QUAD);\
}\
@ -443,11 +532,17 @@ void AudioMixerSW::mix_channel(Channel& c) {
if (format==AS::SAMPLE_FORMAT_PCM8) {
int8_t *src_ptr = &((int8_t*)data)[(c.mix.offset >> MIX_FRAC_BITS)<<(is_stereo?1:0) ];
CALL_RESAMPLE_MODE(int8_t,is_stereo,use_filter,use_fx,interpolation_type,mix_channels);
CALL_RESAMPLE_MODE(int8_t,is_stereo,false,use_filter,use_fx,interpolation_type,mix_channels);
} else if (format==AS::SAMPLE_FORMAT_PCM16) {
int16_t *src_ptr = &((int16_t*)data)[(c.mix.offset >> MIX_FRAC_BITS)<<(is_stereo?1:0) ];
CALL_RESAMPLE_MODE(int16_t,is_stereo,use_filter,use_fx,interpolation_type,mix_channels);
CALL_RESAMPLE_MODE(int16_t,is_stereo,false,use_filter,use_fx,interpolation_type,mix_channels);
} else if (format==AS::SAMPLE_FORMAT_IMA_ADPCM) {
c.mix.ima_adpcm.window_ofs=c.mix.offset>>MIX_FRAC_BITS;
c.mix.ima_adpcm.ptr=(const uint8_t*)data;
int8_t *src_ptr = &((int8_t*)data)[(c.mix.offset >> MIX_FRAC_BITS)<<(is_stereo?1:0) ];
CALL_RESAMPLE_MODE(int8_t,false,true,use_filter,use_fx,interpolation_type,mix_channels);
}
@ -669,6 +764,19 @@ AudioMixer::ChannelID AudioMixerSW::channel_alloc(RID p_sample) {
c.had_prev_reverb=false;
c.had_prev_vol=false;
if (sample_manager->sample_get_format(c.sample)==AudioServer::SAMPLE_FORMAT_IMA_ADPCM) {
c.mix.ima_adpcm.step_index=0;
c.mix.ima_adpcm.predictor=0;
c.mix.ima_adpcm.loop_step_index=0;
c.mix.ima_adpcm.loop_predictor=0;
c.mix.ima_adpcm.last_nibble=-1;
c.mix.ima_adpcm.loop_pos=0x7FFFFFFF;
c.mix.ima_adpcm.window_ofs=0;
c.mix.ima_adpcm.ptr=NULL;
}
ChannelID ret_id = index+c.check*MAX_CHANNELS;
return ret_id;

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@ -73,6 +73,7 @@ private:
MAX_REVERBS=4
};
struct Channel {
RID sample;
@ -93,6 +94,19 @@ private:
float ha[2],hb[2];
} filter_l,filter_r;
struct IMA_ADPCM_State {
int16_t step_index;
int32_t predictor;
/* values at loop point */
int16_t loop_step_index;
int32_t loop_predictor;
int32_t last_nibble;
int32_t loop_pos;
int32_t window_ofs;
const uint8_t *ptr;
} ima_adpcm;
} mix;
float vol;
@ -163,17 +177,20 @@ private:
int32_t chorus_vol_inc[4];
Channel::Mix::Filter *filter_l;
Channel::Mix::Filter *filter_r;
Channel::Filter::Coefs coefs;
Channel::Filter::Coefs coefs_inc;
Channel::Mix::IMA_ADPCM_State *ima_adpcm;
int32_t *reverb_buffer;
};
template<class Depth,bool is_stereo,bool use_filter,bool use_fx,InterpolationType type,MixChannels>
template<class Depth,bool is_stereo,bool use_filter,bool is_ima_adpcm,bool use_fx,InterpolationType type,MixChannels>
_FORCE_INLINE_ void do_resample(const Depth* p_src, int32_t *p_dst, ResamplerState *p_state);
MixChannels mix_channels;

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@ -46,8 +46,13 @@ RID SampleManagerMallocSW::sample_create(AS::SampleFormat p_format, bool p_stere
datalen*=2;
if (p_format==AS::SAMPLE_FORMAT_PCM16)
datalen*=2;
else if (p_format==AS::SAMPLE_FORMAT_IMA_ADPCM)
else if (p_format==AS::SAMPLE_FORMAT_IMA_ADPCM) {
if (datalen&1) {
datalen++;
}
datalen/=2;
datalen+=4;
}
#define SAMPLE_EXTRA 16
s->data = memalloc(datalen+SAMPLE_EXTRA); //help the interpolator by allocating a little more..
@ -128,11 +133,13 @@ void SampleManagerMallocSW::sample_set_data(RID p_sample, const DVector<uint8_t>
int buff_size=p_buffer.size();
ERR_FAIL_COND(buff_size==0);
ERR_EXPLAIN("Sample buffer size does not match sample size.");
ERR_FAIL_COND(s->length_bytes!=buff_size);
DVector<uint8_t>::Read buffer_r=p_buffer.read();
const uint8_t *src = buffer_r.ptr();
uint8_t *dst = (uint8_t*)s->data;
print_line("set data: "+itos(s->length_bytes));
for(int i=0;i<s->length_bytes;i++) {

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@ -425,6 +425,27 @@ void BodySW::integrate_velocities(real_t p_step) {
return;
}
//apply axis lock
if (axis_lock!=PhysicsServer::BODY_AXIS_LOCK_DISABLED) {
int axis=axis_lock-1;
for(int i=0;i<3;i++) {
if (i==axis) {
linear_velocity[i]=0;
biased_linear_velocity[i]=0;
} else {
angular_velocity[i]=0;
biased_angular_velocity[i]=0;
}
}
}
Vector3 total_angular_velocity = angular_velocity+biased_angular_velocity;
@ -441,7 +462,11 @@ void BodySW::integrate_velocities(real_t p_step) {
}
Vector3 total_linear_velocity=linear_velocity+biased_linear_velocity;
/*for(int i=0;i<3;i++) {
if (axis_lock&(1<<i)) {
transform.origin[i]=0.0;
}
}*/
transform.origin+=total_linear_velocity * p_step;
@ -614,6 +639,7 @@ BodySW::BodySW() : CollisionObjectSW(TYPE_BODY), active_list(this), inertia_upda
continuous_cd=false;
can_sleep=false;
fi_callback=NULL;
axis_lock=PhysicsServer::BODY_AXIS_LOCK_DISABLED;
}

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@ -26,323 +26,328 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef BODY_SW_H
#define BODY_SW_H
#include "collision_object_sw.h"
#include "vset.h"
#include "area_sw.h"
class ConstraintSW;
class BodySW : public CollisionObjectSW {
PhysicsServer::BodyMode mode;
Vector3 linear_velocity;
Vector3 angular_velocity;
Vector3 biased_linear_velocity;
Vector3 biased_angular_velocity;
real_t mass;
real_t bounce;
real_t friction;
real_t _inv_mass;
Vector3 _inv_inertia;
Matrix3 _inv_inertia_tensor;
Vector3 gravity;
real_t density;
real_t still_time;
Vector3 applied_force;
Vector3 applied_torque;
SelfList<BodySW> active_list;
SelfList<BodySW> inertia_update_list;
SelfList<BodySW> direct_state_query_list;
VSet<RID> exceptions;
bool omit_force_integration;
bool active;
bool simulated_motion;
bool continuous_cd;
bool can_sleep;
void _update_inertia();
virtual void _shapes_changed();
Map<ConstraintSW*,int> constraint_map;
struct AreaCMP {
AreaSW *area;
_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
_FORCE_INLINE_ AreaCMP() {}
_FORCE_INLINE_ AreaCMP(AreaSW *p_area) { area=p_area;}
};
VSet<AreaCMP> areas;
struct Contact {
Vector3 local_pos;
Vector3 local_normal;
float depth;
int local_shape;
Vector3 collider_pos;
int collider_shape;
ObjectID collider_instance_id;
RID collider;
Vector3 collider_velocity_at_pos;
};
Vector<Contact> contacts; //no contacts by default
int contact_count;
struct ForceIntegrationCallback {
ObjectID id;
StringName method;
Variant udata;
};
ForceIntegrationCallback *fi_callback;
uint64_t island_step;
BodySW *island_next;
BodySW *island_list_next;
_FORCE_INLINE_ void _compute_area_gravity(const AreaSW *p_area);
_FORCE_INLINE_ void _update_inertia_tensor();
friend class PhysicsDirectBodyStateSW; // i give up, too many functions to expose
public:
void set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata=Variant());
_FORCE_INLINE_ void add_area(AreaSW *p_area) { areas.insert(AreaCMP(p_area)); }
_FORCE_INLINE_ void remove_area(AreaSW *p_area) { areas.erase(AreaCMP(p_area)); }
_FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; }
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
_FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
_FORCE_INLINE_ void add_contact(const Vector3& p_local_pos,const Vector3& p_local_normal, float p_depth, int p_local_shape, const Vector3& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector3& p_collider_velocity_at_pos);
_FORCE_INLINE_ void add_exception(const RID& p_exception) { exceptions.insert(p_exception);}
_FORCE_INLINE_ void remove_exception(const RID& p_exception) { exceptions.erase(p_exception);}
_FORCE_INLINE_ bool has_exception(const RID& p_exception) const { return exceptions.has(p_exception);}
_FORCE_INLINE_ const VSet<RID>& get_exceptions() const { return exceptions;}
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step=p_step; }
_FORCE_INLINE_ BodySW* get_island_next() const { return island_next; }
_FORCE_INLINE_ void set_island_next(BodySW* p_next) { island_next=p_next; }
_FORCE_INLINE_ BodySW* get_island_list_next() const { return island_list_next; }
_FORCE_INLINE_ void set_island_list_next(BodySW* p_next) { island_list_next=p_next; }
_FORCE_INLINE_ void add_constraint(ConstraintSW* p_constraint, int p_pos) { constraint_map[p_constraint]=p_pos; }
_FORCE_INLINE_ void remove_constraint(ConstraintSW* p_constraint) { constraint_map.erase(p_constraint); }
const Map<ConstraintSW*,int>& get_constraint_map() const { return constraint_map; }
_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration=p_omit_force_integration; }
_FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }
_FORCE_INLINE_ void set_linear_velocity(const Vector3& p_velocity) {linear_velocity=p_velocity; }
_FORCE_INLINE_ Vector3 get_linear_velocity() const { return linear_velocity; }
_FORCE_INLINE_ void set_angular_velocity(const Vector3& p_velocity) { angular_velocity=p_velocity; }
_FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; }
_FORCE_INLINE_ const Vector3& get_biased_linear_velocity() const { return biased_linear_velocity; }
_FORCE_INLINE_ const Vector3& get_biased_angular_velocity() const { return biased_angular_velocity; }
_FORCE_INLINE_ void apply_impulse(const Vector3& p_pos, const Vector3& p_j) {
linear_velocity += p_j * _inv_mass;
angular_velocity += _inv_inertia_tensor.xform( p_pos.cross(p_j) );
}
_FORCE_INLINE_ void apply_bias_impulse(const Vector3& p_pos, const Vector3& p_j) {
biased_linear_velocity += p_j * _inv_mass;
biased_angular_velocity += _inv_inertia_tensor.xform( p_pos.cross(p_j) );
}
_FORCE_INLINE_ void apply_torque_impulse(const Vector3& p_j) {
angular_velocity += _inv_inertia_tensor.xform(p_j);
}
_FORCE_INLINE_ void add_force(const Vector3& p_force, const Vector3& p_pos) {
applied_force += p_force;
applied_torque += p_pos.cross(p_force);
}
void set_active(bool p_active);
_FORCE_INLINE_ bool is_active() const { return active; }
void set_param(PhysicsServer::BodyParameter p_param, float);
float get_param(PhysicsServer::BodyParameter p_param) const;
void set_mode(PhysicsServer::BodyMode p_mode);
PhysicsServer::BodyMode get_mode() const;
void set_state(PhysicsServer::BodyState p_state, const Variant& p_variant);
Variant get_state(PhysicsServer::BodyState p_state) const;
void set_applied_force(const Vector3& p_force) { applied_force=p_force; }
Vector3 get_applied_force() const { return applied_force; }
void set_applied_torque(const Vector3& p_torque) { applied_torque=p_torque; }
Vector3 get_applied_torque() const { return applied_torque; }
_FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd=p_enable; }
_FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
void set_space(SpaceSW *p_space);
void update_inertias();
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ Vector3 get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ Matrix3 get_inv_inertia_tensor() const { return _inv_inertia_tensor; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
_FORCE_INLINE_ Vector3 get_gravity() const { return gravity; }
_FORCE_INLINE_ real_t get_density() const { return density; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
void integrate_forces(real_t p_step);
void integrate_velocities(real_t p_step);
void simulate_motion(const Transform& p_xform,real_t p_step);
void call_queries();
void wakeup_neighbours();
bool sleep_test(real_t p_step);
BodySW();
~BodySW();
};
//add contact inline
void BodySW::add_contact(const Vector3& p_local_pos,const Vector3& p_local_normal, float p_depth, int p_local_shape, const Vector3& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector3& p_collider_velocity_at_pos) {
int c_max=contacts.size();
if (c_max==0)
return;
Contact *c = &contacts[0];
int idx=-1;
if (contact_count<c_max) {
idx=contact_count++;
} else {
float least_depth=1e20;
int least_deep=-1;
for(int i=0;i<c_max;i++) {
if (i==0 || c[i].depth<least_depth) {
least_deep=i;
least_depth=c[i].depth;
}
}
if (least_deep>=0 && least_depth<p_depth) {
idx=least_deep;
}
if (idx==-1)
return; //none least deepe than this
}
c[idx].local_pos=p_local_pos;
c[idx].local_normal=p_local_normal;
c[idx].depth=p_depth;
c[idx].local_shape=p_local_shape;
c[idx].collider_pos=p_collider_pos;
c[idx].collider_shape=p_collider_shape;
c[idx].collider_instance_id=p_collider_instance_id;
c[idx].collider=p_collider;
c[idx].collider_velocity_at_pos=p_collider_velocity_at_pos;
}
class PhysicsDirectBodyStateSW : public PhysicsDirectBodyState {
OBJ_TYPE( PhysicsDirectBodyStateSW, PhysicsDirectBodyState );
public:
static PhysicsDirectBodyStateSW *singleton;
BodySW *body;
real_t step;
virtual Vector3 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area
virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
virtual Vector3 get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
virtual Matrix3 get_inverse_inertia_tensor() const { return body->get_inv_inertia_tensor(); } // get density of this body space
virtual void set_linear_velocity(const Vector3& p_velocity) { body->set_linear_velocity(p_velocity); }
virtual Vector3 get_linear_velocity() const { return body->get_linear_velocity(); }
virtual void set_angular_velocity(const Vector3& p_velocity) { body->set_angular_velocity(p_velocity); }
virtual Vector3 get_angular_velocity() const { return body->get_angular_velocity(); }
virtual void set_transform(const Transform& p_transform) { body->set_state(PhysicsServer::BODY_STATE_TRANSFORM,p_transform); }
virtual Transform get_transform() const { return body->get_transform(); }
virtual void add_force(const Vector3& p_force, const Vector3& p_pos) { body->add_force(p_force,p_pos); }
virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); }
virtual bool is_sleeping() const { return !body->is_active(); }
virtual int get_contact_count() const { return body->contact_count; }
virtual Vector3 get_contact_local_pos(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3());
return body->contacts[p_contact_idx].local_pos;
}
virtual Vector3 get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3()); return body->contacts[p_contact_idx].local_normal; }
virtual int get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,-1); return body->contacts[p_contact_idx].local_shape; }
virtual RID get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,RID()); return body->contacts[p_contact_idx].collider; }
virtual Vector3 get_contact_collider_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3()); return body->contacts[p_contact_idx].collider_pos; }
virtual ObjectID get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_instance_id; }
virtual int get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_shape; }
virtual Vector3 get_contact_collider_velocity_at_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3()); return body->contacts[p_contact_idx].collider_velocity_at_pos; }
virtual PhysicsDirectSpaceState* get_space_state();
virtual real_t get_step() const { return step; }
PhysicsDirectBodyStateSW() { singleton=this; body=NULL; }
};
#endif // BODY__SW_H
#ifndef BODY_SW_H
#define BODY_SW_H
#include "collision_object_sw.h"
#include "vset.h"
#include "area_sw.h"
class ConstraintSW;
class BodySW : public CollisionObjectSW {
PhysicsServer::BodyMode mode;
Vector3 linear_velocity;
Vector3 angular_velocity;
Vector3 biased_linear_velocity;
Vector3 biased_angular_velocity;
real_t mass;
real_t bounce;
real_t friction;
PhysicsServer::BodyAxisLock axis_lock;
real_t _inv_mass;
Vector3 _inv_inertia;
Matrix3 _inv_inertia_tensor;
Vector3 gravity;
real_t density;
real_t still_time;
Vector3 applied_force;
Vector3 applied_torque;
SelfList<BodySW> active_list;
SelfList<BodySW> inertia_update_list;
SelfList<BodySW> direct_state_query_list;
VSet<RID> exceptions;
bool omit_force_integration;
bool active;
bool simulated_motion;
bool continuous_cd;
bool can_sleep;
void _update_inertia();
virtual void _shapes_changed();
Map<ConstraintSW*,int> constraint_map;
struct AreaCMP {
AreaSW *area;
_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
_FORCE_INLINE_ AreaCMP() {}
_FORCE_INLINE_ AreaCMP(AreaSW *p_area) { area=p_area;}
};
VSet<AreaCMP> areas;
struct Contact {
Vector3 local_pos;
Vector3 local_normal;
float depth;
int local_shape;
Vector3 collider_pos;
int collider_shape;
ObjectID collider_instance_id;
RID collider;
Vector3 collider_velocity_at_pos;
};
Vector<Contact> contacts; //no contacts by default
int contact_count;
struct ForceIntegrationCallback {
ObjectID id;
StringName method;
Variant udata;
};
ForceIntegrationCallback *fi_callback;
uint64_t island_step;
BodySW *island_next;
BodySW *island_list_next;
_FORCE_INLINE_ void _compute_area_gravity(const AreaSW *p_area);
_FORCE_INLINE_ void _update_inertia_tensor();
friend class PhysicsDirectBodyStateSW; // i give up, too many functions to expose
public:
void set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata=Variant());
_FORCE_INLINE_ void add_area(AreaSW *p_area) { areas.insert(AreaCMP(p_area)); }
_FORCE_INLINE_ void remove_area(AreaSW *p_area) { areas.erase(AreaCMP(p_area)); }
_FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; }
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
_FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
_FORCE_INLINE_ void add_contact(const Vector3& p_local_pos,const Vector3& p_local_normal, float p_depth, int p_local_shape, const Vector3& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector3& p_collider_velocity_at_pos);
_FORCE_INLINE_ void add_exception(const RID& p_exception) { exceptions.insert(p_exception);}
_FORCE_INLINE_ void remove_exception(const RID& p_exception) { exceptions.erase(p_exception);}
_FORCE_INLINE_ bool has_exception(const RID& p_exception) const { return exceptions.has(p_exception);}
_FORCE_INLINE_ const VSet<RID>& get_exceptions() const { return exceptions;}
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step=p_step; }
_FORCE_INLINE_ BodySW* get_island_next() const { return island_next; }
_FORCE_INLINE_ void set_island_next(BodySW* p_next) { island_next=p_next; }
_FORCE_INLINE_ BodySW* get_island_list_next() const { return island_list_next; }
_FORCE_INLINE_ void set_island_list_next(BodySW* p_next) { island_list_next=p_next; }
_FORCE_INLINE_ void add_constraint(ConstraintSW* p_constraint, int p_pos) { constraint_map[p_constraint]=p_pos; }
_FORCE_INLINE_ void remove_constraint(ConstraintSW* p_constraint) { constraint_map.erase(p_constraint); }
const Map<ConstraintSW*,int>& get_constraint_map() const { return constraint_map; }
_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration=p_omit_force_integration; }
_FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }
_FORCE_INLINE_ void set_linear_velocity(const Vector3& p_velocity) {linear_velocity=p_velocity; }
_FORCE_INLINE_ Vector3 get_linear_velocity() const { return linear_velocity; }
_FORCE_INLINE_ void set_angular_velocity(const Vector3& p_velocity) { angular_velocity=p_velocity; }
_FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; }
_FORCE_INLINE_ const Vector3& get_biased_linear_velocity() const { return biased_linear_velocity; }
_FORCE_INLINE_ const Vector3& get_biased_angular_velocity() const { return biased_angular_velocity; }
_FORCE_INLINE_ void apply_impulse(const Vector3& p_pos, const Vector3& p_j) {
linear_velocity += p_j * _inv_mass;
angular_velocity += _inv_inertia_tensor.xform( p_pos.cross(p_j) );
}
_FORCE_INLINE_ void apply_bias_impulse(const Vector3& p_pos, const Vector3& p_j) {
biased_linear_velocity += p_j * _inv_mass;
biased_angular_velocity += _inv_inertia_tensor.xform( p_pos.cross(p_j) );
}
_FORCE_INLINE_ void apply_torque_impulse(const Vector3& p_j) {
angular_velocity += _inv_inertia_tensor.xform(p_j);
}
_FORCE_INLINE_ void add_force(const Vector3& p_force, const Vector3& p_pos) {
applied_force += p_force;
applied_torque += p_pos.cross(p_force);
}
void set_active(bool p_active);
_FORCE_INLINE_ bool is_active() const { return active; }
void set_param(PhysicsServer::BodyParameter p_param, float);
float get_param(PhysicsServer::BodyParameter p_param) const;
void set_mode(PhysicsServer::BodyMode p_mode);
PhysicsServer::BodyMode get_mode() const;
void set_state(PhysicsServer::BodyState p_state, const Variant& p_variant);
Variant get_state(PhysicsServer::BodyState p_state) const;
void set_applied_force(const Vector3& p_force) { applied_force=p_force; }
Vector3 get_applied_force() const { return applied_force; }
void set_applied_torque(const Vector3& p_torque) { applied_torque=p_torque; }
Vector3 get_applied_torque() const { return applied_torque; }
_FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd=p_enable; }
_FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
void set_space(SpaceSW *p_space);
void update_inertias();
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ Vector3 get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ Matrix3 get_inv_inertia_tensor() const { return _inv_inertia_tensor; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
_FORCE_INLINE_ Vector3 get_gravity() const { return gravity; }
_FORCE_INLINE_ real_t get_density() const { return density; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
_FORCE_INLINE_ void set_axis_lock(PhysicsServer::BodyAxisLock p_lock) { axis_lock=p_lock; }
_FORCE_INLINE_ PhysicsServer::BodyAxisLock get_axis_lock() const { return axis_lock; }
void integrate_forces(real_t p_step);
void integrate_velocities(real_t p_step);
void simulate_motion(const Transform& p_xform,real_t p_step);
void call_queries();
void wakeup_neighbours();
bool sleep_test(real_t p_step);
BodySW();
~BodySW();
};
//add contact inline
void BodySW::add_contact(const Vector3& p_local_pos,const Vector3& p_local_normal, float p_depth, int p_local_shape, const Vector3& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector3& p_collider_velocity_at_pos) {
int c_max=contacts.size();
if (c_max==0)
return;
Contact *c = &contacts[0];
int idx=-1;
if (contact_count<c_max) {
idx=contact_count++;
} else {
float least_depth=1e20;
int least_deep=-1;
for(int i=0;i<c_max;i++) {
if (i==0 || c[i].depth<least_depth) {
least_deep=i;
least_depth=c[i].depth;
}
}
if (least_deep>=0 && least_depth<p_depth) {
idx=least_deep;
}
if (idx==-1)
return; //none least deepe than this
}
c[idx].local_pos=p_local_pos;
c[idx].local_normal=p_local_normal;
c[idx].depth=p_depth;
c[idx].local_shape=p_local_shape;
c[idx].collider_pos=p_collider_pos;
c[idx].collider_shape=p_collider_shape;
c[idx].collider_instance_id=p_collider_instance_id;
c[idx].collider=p_collider;
c[idx].collider_velocity_at_pos=p_collider_velocity_at_pos;
}
class PhysicsDirectBodyStateSW : public PhysicsDirectBodyState {
OBJ_TYPE( PhysicsDirectBodyStateSW, PhysicsDirectBodyState );
public:
static PhysicsDirectBodyStateSW *singleton;
BodySW *body;
real_t step;
virtual Vector3 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area
virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
virtual Vector3 get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
virtual Matrix3 get_inverse_inertia_tensor() const { return body->get_inv_inertia_tensor(); } // get density of this body space
virtual void set_linear_velocity(const Vector3& p_velocity) { body->set_linear_velocity(p_velocity); }
virtual Vector3 get_linear_velocity() const { return body->get_linear_velocity(); }
virtual void set_angular_velocity(const Vector3& p_velocity) { body->set_angular_velocity(p_velocity); }
virtual Vector3 get_angular_velocity() const { return body->get_angular_velocity(); }
virtual void set_transform(const Transform& p_transform) { body->set_state(PhysicsServer::BODY_STATE_TRANSFORM,p_transform); }
virtual Transform get_transform() const { return body->get_transform(); }
virtual void add_force(const Vector3& p_force, const Vector3& p_pos) { body->add_force(p_force,p_pos); }
virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); }
virtual bool is_sleeping() const { return !body->is_active(); }
virtual int get_contact_count() const { return body->contact_count; }
virtual Vector3 get_contact_local_pos(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3());
return body->contacts[p_contact_idx].local_pos;
}
virtual Vector3 get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3()); return body->contacts[p_contact_idx].local_normal; }
virtual int get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,-1); return body->contacts[p_contact_idx].local_shape; }
virtual RID get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,RID()); return body->contacts[p_contact_idx].collider; }
virtual Vector3 get_contact_collider_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3()); return body->contacts[p_contact_idx].collider_pos; }
virtual ObjectID get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_instance_id; }
virtual int get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_shape; }
virtual Vector3 get_contact_collider_velocity_at_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3()); return body->contacts[p_contact_idx].collider_velocity_at_pos; }
virtual PhysicsDirectSpaceState* get_space_state();
virtual real_t get_step() const { return step; }
PhysicsDirectBodyStateSW() { singleton=this; body=NULL; }
};
#endif // BODY__SW_H

View File

@ -695,6 +695,25 @@ void PhysicsServerSW::body_set_axis_velocity(RID p_body, const Vector3& p_axis_v
};
void PhysicsServerSW::body_set_axis_lock(RID p_body,BodyAxisLock p_lock) {
BodySW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_axis_lock(p_lock);
}
PhysicsServerSW::BodyAxisLock PhysicsServerSW::body_get_axis_lock(RID p_body) const{
const BodySW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body,BODY_AXIS_LOCK_DISABLED);
return body->get_axis_lock();
}
void PhysicsServerSW::body_add_collision_exception(RID p_body, RID p_body_b) {
BodySW *body = body_owner.get(p_body);

View File

@ -167,6 +167,9 @@ public:
virtual void body_apply_impulse(RID p_body, const Vector3& p_pos, const Vector3& p_impulse);
virtual void body_set_axis_velocity(RID p_body, const Vector3& p_axis_velocity);
virtual void body_set_axis_lock(RID p_body,BodyAxisLock p_lock);
virtual BodyAxisLock body_get_axis_lock(RID p_body) const;
virtual void body_add_collision_exception(RID p_body, RID p_body_b);
virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);

View File

@ -234,7 +234,7 @@ bool BodyPair2DSW::setup(float p_step) {
//cannot collide
if (A->is_shape_set_as_trigger(shape_A) || B->is_shape_set_as_trigger(shape_B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=Physics2DServer::BODY_MODE_KINEMATIC && B->get_mode()<=Physics2DServer::BODY_MODE_KINEMATIC)) {
if ((A->get_layer_mask()&B->get_layer_mask())==0 || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=Physics2DServer::BODY_MODE_KINEMATIC && B->get_mode()<=Physics2DServer::BODY_MODE_KINEMATIC)) {
collided=false;
return false;
}
@ -343,6 +343,11 @@ bool BodyPair2DSW::setup(float p_step) {
}
}
if (A->is_shape_set_as_trigger(shape_A) || B->is_shape_set_as_trigger(shape_B)) {
c.active=false;
collided=false;
}
// Precompute normal mass, tangent mass, and bias.
real_t rnA = c.rA.dot(c.normal);
real_t rnB = c.rB.dot(c.normal);

View File

@ -219,4 +219,5 @@ CollisionObject2DSW::CollisionObject2DSW(Type p_type) {
space=NULL;
instance_id=0;
user_mask=0;
layer_mask=1;
}

View File

@ -66,6 +66,7 @@ private:
Matrix32 transform;
Matrix32 inv_transform;
uint32_t user_mask;
uint32_t layer_mask;
bool _static;
void _update_shapes();
@ -121,6 +122,9 @@ public:
void set_user_mask(uint32_t p_mask) {user_mask=p_mask;}
_FORCE_INLINE_ uint32_t get_user_mask() const { return user_mask; }
void set_layer_mask(uint32_t p_mask) {layer_mask=p_mask;}
_FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; }
void remove_shape(Shape2DSW *p_shape);
void remove_shape(int p_index);

View File

@ -652,6 +652,22 @@ uint32_t Physics2DServerSW::body_get_object_instance_ID(RID p_body) const {
return body->get_instance_id();
};
void Physics2DServerSW::body_set_layer_mask(RID p_body, uint32_t p_flags) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_layer_mask(p_flags);
};
uint32_t Physics2DServerSW::body_get_layer_mask(RID p_body, uint32_t p_flags) const {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body,0);
return body->get_layer_mask();
};
void Physics2DServerSW::body_set_user_mask(RID p_body, uint32_t p_flags) {

View File

@ -161,6 +161,9 @@ public:
virtual void body_set_continuous_collision_detection_mode(RID p_body,CCDMode p_mode);
virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const;
virtual void body_set_layer_mask(RID p_body, uint32_t p_mask);
virtual uint32_t body_get_layer_mask(RID p_body, uint32_t p_mask) const;
virtual void body_set_user_mask(RID p_body, uint32_t p_mask);
virtual uint32_t body_get_user_mask(RID p_body, uint32_t p_mask) const;

View File

@ -31,9 +31,9 @@
#include "physics_2d_server_sw.h"
_FORCE_INLINE_ static bool _match_object_type_query(CollisionObject2DSW *p_object, uint32_t p_user_mask, uint32_t p_type_mask) {
_FORCE_INLINE_ static bool _match_object_type_query(CollisionObject2DSW *p_object, uint32_t p_layer_mask, uint32_t p_type_mask) {
if (p_user_mask && !(p_object->get_user_mask()&p_user_mask))
if ((p_object->get_layer_mask()&p_layer_mask)==0)
return false;
if (p_object->get_type()==CollisionObject2DSW::TYPE_AREA && !(p_type_mask&Physics2DDirectSpaceState::TYPE_MASK_AREA))
@ -45,7 +45,7 @@ _FORCE_INLINE_ static bool _match_object_type_query(CollisionObject2DSW *p_objec
}
bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude,uint32_t p_user_mask,uint32_t p_object_type_mask) {
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) {
@ -70,7 +70,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec
for(int i=0;i<amount;i++) {
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
continue;
if (p_exclude.has( space->intersection_query_results[i]->get_self()))
@ -135,7 +135,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec
}
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_user_mask,uint32_t p_object_type_mask) {
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) {
if (p_result_max<=0)
return 0;
@ -153,7 +153,7 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Matri
for(int i=0;i<amount;i++) {
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
continue;
if (p_exclude.has( space->intersection_query_results[i]->get_self()))
@ -182,7 +182,7 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Matri
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_user_mask,uint32_t p_object_type_mask) {
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) {
@ -204,7 +204,7 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
for(int i=0;i<amount;i++) {
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
continue;
if (p_exclude.has( space->intersection_query_results[i]->get_self()))
@ -267,7 +267,7 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32
}
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_user_mask,uint32_t p_object_type_mask) {
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) {
if (p_result_max<=0)
@ -301,7 +301,7 @@ bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Matrix32& p_s
for(int i=0;i<amount;i++) {
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
continue;
const CollisionObject2DSW *col_obj=space->intersection_query_results[i];
@ -353,7 +353,7 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v
}
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_user_mask,uint32_t p_object_type_mask) {
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) {
Shape2DSW *shape = static_cast<Physics2DServerSW*>(Physics2DServer::get_singleton())->shape_owner.get(p_shape);
@ -373,7 +373,7 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Matrix32& p_shape
for(int i=0;i<amount;i++) {
if (!_match_object_type_query(space->intersection_query_results[i],p_user_mask,p_object_type_mask))
if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
continue;
const CollisionObject2DSW *col_obj=space->intersection_query_results[i];

View File

@ -46,11 +46,11 @@ public:
Space2DSW *space;
virtual bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual int 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=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool 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=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool 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=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool 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=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual int 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=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool 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=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool 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=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool 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=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
Physics2DDirectSpaceStateSW();
};

View File

@ -329,8 +329,12 @@ void Physics2DServer::_bind_methods() {
ObjectTypeDB::bind_method(_MD("body_get_continuous_collision_detection_mode","body"),&Physics2DServer::body_get_continuous_collision_detection_mode);
//ObjectTypeDB::bind_method(_MD("body_set_user_flags","flags""),&Physics2DServer::body_set_shape,DEFVAL(Matrix32));
//ObjectTypeDB::bind_method(_MD("body_get_user_flags","body","shape_idx","shape"),&Physics2DServer::body_get_shape);
ObjectTypeDB::bind_method(_MD("body_set_layer_mask","body","mask"),&Physics2DServer::body_set_layer_mask);
ObjectTypeDB::bind_method(_MD("body_get_layer_mask","body"),&Physics2DServer::body_get_layer_mask);
ObjectTypeDB::bind_method(_MD("body_set_user_mask","body","mask"),&Physics2DServer::body_set_user_mask);
ObjectTypeDB::bind_method(_MD("body_get_user_mask","body"),&Physics2DServer::body_get_user_mask);
ObjectTypeDB::bind_method(_MD("body_set_param","body","param","value"),&Physics2DServer::body_set_param);
ObjectTypeDB::bind_method(_MD("body_get_param","body","param"),&Physics2DServer::body_get_param);

View File

@ -88,9 +88,9 @@ class Physics2DDirectSpaceState : public Object {
OBJ_TYPE( Physics2DDirectSpaceState, Object );
Variant _intersect_ray(const Vector2& p_from, const Vector2& p_to,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_user_mask=0);
Variant _intersect_shape(const RID& p_shape, const Matrix32& p_xform,int p_result_max=64,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_user_mask=0);
Variant _cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_user_mask=0);
Variant _intersect_ray(const Vector2& p_from, const Vector2& p_to,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_layers=0);
Variant _intersect_shape(const RID& p_shape, const Matrix32& p_xform,int p_result_max=64,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_layers=0);
Variant _cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_layers=0);
protected:
@ -118,7 +118,7 @@ public:
int shape;
};
virtual bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
virtual bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
struct ShapeResult {
@ -129,13 +129,13 @@ public:
};
virtual int 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=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
virtual int 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=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
virtual bool 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=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
virtual bool 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=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
virtual bool 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=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
virtual bool 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=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
struct ShapeRestInfo {
@ -148,7 +148,7 @@ public:
};
virtual bool 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=Set<RID>(),uint32_t p_user_mask=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
virtual bool 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=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
Physics2DDirectSpaceState();
@ -338,6 +338,9 @@ public:
virtual void body_set_continuous_collision_detection_mode(RID p_body,CCDMode p_mode)=0;
virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const=0;
virtual void body_set_layer_mask(RID p_body, uint32_t p_mask)=0;
virtual uint32_t body_get_layer_mask(RID p_body, uint32_t p_mask) const=0;
virtual void body_set_user_mask(RID p_body, uint32_t p_mask)=0;
virtual uint32_t body_get_user_mask(RID p_body, uint32_t p_mask) const=0;

View File

@ -315,6 +315,9 @@ void PhysicsServer::_bind_methods() {
ObjectTypeDB::bind_method(_MD("body_apply_impulse","body","pos","impulse"),&PhysicsServer::body_apply_impulse);
ObjectTypeDB::bind_method(_MD("body_set_axis_velocity","body","axis_velocity"),&PhysicsServer::body_set_axis_velocity);
ObjectTypeDB::bind_method(_MD("body_set_axis_lock","body","axis"),&PhysicsServer::body_set_axis_lock);
ObjectTypeDB::bind_method(_MD("body_get_axis_lock","body"),&PhysicsServer::body_set_axis_lock);
ObjectTypeDB::bind_method(_MD("body_add_collision_exception","body","excepted_body"),&PhysicsServer::body_add_collision_exception);
ObjectTypeDB::bind_method(_MD("body_remove_collision_exception","body","excepted_body"),&PhysicsServer::body_remove_collision_exception);
// virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions)=0;

View File

@ -341,6 +341,16 @@ public:
virtual void body_apply_impulse(RID p_body, const Vector3& p_pos, const Vector3& p_impulse)=0;
virtual void body_set_axis_velocity(RID p_body, const Vector3& p_axis_velocity)=0;
enum BodyAxisLock {
BODY_AXIS_LOCK_DISABLED,
BODY_AXIS_LOCK_X,
BODY_AXIS_LOCK_Y,
BODY_AXIS_LOCK_Z,
};
virtual void body_set_axis_lock(RID p_body,BodyAxisLock p_lock)=0;
virtual BodyAxisLock body_get_axis_lock(RID p_body) const=0;
//fix
virtual void body_add_collision_exception(RID p_body, RID p_body_b)=0;
virtual void body_remove_collision_exception(RID p_body, RID p_body_b)=0;
@ -420,6 +430,7 @@ VARIANT_ENUM_CAST( PhysicsServer::AreaSpaceOverrideMode );
VARIANT_ENUM_CAST( PhysicsServer::BodyMode );
VARIANT_ENUM_CAST( PhysicsServer::BodyParameter );
VARIANT_ENUM_CAST( PhysicsServer::BodyState );
VARIANT_ENUM_CAST( PhysicsServer::BodyAxisLock );
//VARIANT_ENUM_CAST( PhysicsServer::JointParam );
//VARIANT_ENUM_CAST( PhysicsServer::JointType );
//VARIANT_ENUM_CAST( PhysicsServer::DampedStringParam );

View File

@ -682,6 +682,7 @@ public:
virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const=0;
enum EnvironmentFx {
ENV_FX_FXAA,
ENV_FX_GLOW,
ENV_FX_DOF_BLUR,
ENV_FX_HDR,
@ -815,6 +816,7 @@ public:
INSTANCE_FLAG_RECEIVE_SHADOWS,
INSTANCE_FLAG_DEPH_SCALE,
INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
INSTANCE_FLAG_USE_BAKED_LIGHT_VOLUME,
INSTANCE_FLAG_MAX
};