godot/servers/physics_2d/physics_2d_server_wrap_mt.h

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#ifndef PHYSICS2DSERVERWRAPMT_H
#define PHYSICS2DSERVERWRAPMT_H
#include "servers/physics_2d_server.h"
#include "command_queue_mt.h"
#include "os/thread.h"
#include "globals.h"
#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: "+String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif
class Physics2DServerWrapMT : public Physics2DServer {
mutable Physics2DServer *physics_2d_server;
mutable CommandQueueMT command_queue;
static void _thread_callback(void *_instance);
void thread_loop();
Thread::ID server_thread;
Thread::ID main_thread;
volatile bool exit;
Thread *thread;
volatile bool step_thread_up;
bool create_thread;
Semaphore *step_sem;
int step_pending;
void thread_step(float p_delta);
void thread_flush();
void thread_exit();
Mutex*alloc_mutex;
bool first_frame;
int shape_pool_max_size;
List<RID> shape_id_pool;
int area_pool_max_size;
List<RID> area_id_pool;
int body_pool_max_size;
List<RID> body_id_pool;
int pin_joint_pool_max_size;
List<RID> pin_joint_id_pool;
int groove_joint_pool_max_size;
List<RID> groove_joint_id_pool;
int damped_spring_joint_pool_max_size;
List<RID> damped_spring_joint_id_pool;
public:
#define ServerName Physics2DServer
#define ServerNameWrapMT Physics2DServerWrapMT
#define server_name physics_2d_server
#include "servers/server_wrap_mt_common.h"
//FUNC1RID(shape,ShapeType); todo fix
FUNC1R(RID,shape_create,ShapeType);
FUNC2(shape_set_data,RID,const Variant& );
FUNC2(shape_set_custom_solver_bias,RID,real_t );
FUNC1RC(ShapeType,shape_get_type,RID );
FUNC1RC(Variant,shape_get_data,RID);
FUNC1RC(real_t,shape_get_custom_solver_bias,RID);
//these work well, but should be used from the main thread only
bool shape_collide(RID p_shape_A, const Matrix32& p_xform_A,const Vector2& p_motion_A,RID p_shape_B, const Matrix32& p_xform_B, const Vector2& p_motion_B,Vector2 *r_results,int p_result_max,int &r_result_count) {
ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),false);
return physics_2d_server->shape_collide(p_shape_A,p_xform_A,p_motion_A,p_shape_B,p_xform_B,p_motion_B,r_results,p_result_max,r_result_count);
}
/* SPACE API */
FUNC0R(RID,space_create);
FUNC2(space_set_active,RID,bool);
FUNC1RC(bool,space_is_active,RID);
FUNC3(space_set_param,RID,SpaceParameter,real_t);
FUNC2RC(real_t,space_get_param,RID,SpaceParameter);
// this function only works on fixed process, errors and returns null otherwise
Physics2DDirectSpaceState* space_get_direct_state(RID p_space) {
ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),NULL);
return physics_2d_server->space_get_direct_state(p_space);
}
FUNC2(space_set_debug_contacts,RID,int);
virtual Vector<Vector2> space_get_contacts(RID p_space) const {
ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),Vector<Vector2>());
return physics_2d_server->space_get_contacts(p_space);
}
virtual int space_get_contact_count(RID p_space) const {
ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),0);
return physics_2d_server->space_get_contact_count(p_space);
}
/* AREA API */
//FUNC0RID(area);
FUNC0R(RID,area_create);
FUNC2(area_set_space,RID,RID);
FUNC1RC(RID,area_get_space,RID);
FUNC2(area_set_space_override_mode,RID,AreaSpaceOverrideMode);
FUNC1RC(AreaSpaceOverrideMode,area_get_space_override_mode,RID);
FUNC3(area_add_shape,RID,RID,const Matrix32&);
FUNC3(area_set_shape,RID,int,RID);
FUNC3(area_set_shape_transform,RID,int,const Matrix32&);
FUNC1RC(int,area_get_shape_count,RID);
FUNC2RC(RID,area_get_shape,RID,int);
FUNC2RC(Matrix32,area_get_shape_transform,RID,int);
FUNC2(area_remove_shape,RID,int);
FUNC1(area_clear_shapes,RID);
FUNC2(area_attach_object_instance_ID,RID,ObjectID);
FUNC1RC(ObjectID,area_get_object_instance_ID,RID);
FUNC3(area_set_param,RID,AreaParameter,const Variant&);
FUNC2(area_set_transform,RID,const Matrix32&);
FUNC2RC(Variant,area_get_param,RID,AreaParameter);
FUNC1RC(Matrix32,area_get_transform,RID);
FUNC2(area_set_collision_mask,RID,uint32_t);
FUNC2(area_set_layer_mask,RID,uint32_t);
FUNC2(area_set_monitorable,RID,bool);
FUNC2(area_set_pickable,RID,bool);
FUNC3(area_set_monitor_callback,RID,Object*,const StringName&);
FUNC3(area_set_area_monitor_callback,RID,Object*,const StringName&);
/* BODY API */
//FUNC2RID(body,BodyMode,bool);
FUNC2R(RID,body_create,BodyMode,bool)
FUNC2(body_set_space,RID,RID);
FUNC1RC(RID,body_get_space,RID);
FUNC2(body_set_mode,RID,BodyMode);
FUNC1RC(BodyMode,body_get_mode,RID);
FUNC3(body_add_shape,RID,RID,const Matrix32&);
FUNC3(body_set_shape,RID,int,RID);
FUNC3(body_set_shape_transform,RID,int,const Matrix32&);
FUNC3(body_set_shape_metadata,RID,int,const Variant&);
FUNC1RC(int,body_get_shape_count,RID);
FUNC2RC(Matrix32,body_get_shape_transform,RID,int);
FUNC2RC(Variant,body_get_shape_metadata,RID,int);
FUNC2RC(RID,body_get_shape,RID,int);
FUNC3(body_set_shape_as_trigger,RID,int,bool);
FUNC2RC(bool,body_is_shape_set_as_trigger,RID,int);
FUNC2(body_remove_shape,RID,int);
FUNC1(body_clear_shapes,RID);
FUNC2(body_attach_object_instance_ID,RID,uint32_t);
FUNC1RC(uint32_t,body_get_object_instance_ID,RID);
FUNC2(body_set_continuous_collision_detection_mode,RID,CCDMode);
FUNC1RC(CCDMode,body_get_continuous_collision_detection_mode,RID);
FUNC2(body_set_layer_mask,RID,uint32_t);
FUNC1RC(uint32_t,body_get_layer_mask,RID);
FUNC2(body_set_collision_mask,RID,uint32_t);
FUNC1RC(uint32_t,body_get_collision_mask,RID);
FUNC3(body_set_param,RID,BodyParameter,float);
FUNC2RC(float,body_get_param,RID,BodyParameter);
FUNC3(body_set_state,RID,BodyState,const Variant&);
FUNC2RC(Variant,body_get_state,RID,BodyState);
FUNC2(body_set_applied_force,RID,const Vector2&);
FUNC1RC(Vector2,body_get_applied_force,RID);
FUNC2(body_set_applied_torque,RID,float);
FUNC1RC(float,body_get_applied_torque,RID);
FUNC3(body_apply_impulse,RID,const Vector2&,const Vector2&);
FUNC2(body_set_axis_velocity,RID,const Vector2&);
FUNC2(body_add_collision_exception,RID,RID);
FUNC2(body_remove_collision_exception,RID,RID);
FUNC2S(body_get_collision_exceptions,RID,List<RID>*);
FUNC2(body_set_max_contacts_reported,RID,int);
FUNC1RC(int,body_get_max_contacts_reported,RID);
FUNC2(body_set_one_way_collision_direction,RID,const Vector2&);
FUNC1RC(Vector2,body_get_one_way_collision_direction,RID);
FUNC2(body_set_one_way_collision_max_depth,RID,float);
FUNC1RC(float,body_get_one_way_collision_max_depth,RID);
FUNC2(body_set_contacts_reported_depth_treshold,RID,float);
FUNC1RC(float,body_get_contacts_reported_depth_treshold,RID);
FUNC2(body_set_omit_force_integration,RID,bool);
FUNC1RC(bool,body_is_omitting_force_integration,RID);
FUNC4(body_set_force_integration_callback,RID ,Object *,const StringName& ,const Variant& );
bool body_collide_shape(RID p_body, int p_body_shape,RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,Vector2 *r_results,int p_result_max,int &r_result_count) {
return physics_2d_server->body_collide_shape(p_body,p_body_shape,p_shape,p_shape_xform,p_motion,r_results,p_result_max,r_result_count);
}
FUNC2(body_set_pickable,RID,bool);
bool body_test_motion(RID p_body,const Vector2& p_motion,float p_margin=0.001,MotionResult *r_result=NULL) {
ERR_FAIL_COND_V(main_thread!=Thread::get_caller_ID(),false);
return physics_2d_server->body_test_motion(p_body,p_motion,p_margin,r_result);
}
/* JOINT API */
FUNC3(joint_set_param,RID,JointParam,real_t);
FUNC2RC(real_t,joint_get_param,RID,JointParam);
///FUNC3RID(pin_joint,const Vector2&,RID,RID);
///FUNC5RID(groove_joint,const Vector2&,const Vector2&,const Vector2&,RID,RID);
///FUNC4RID(damped_spring_joint,const Vector2&,const Vector2&,RID,RID);
FUNC3R(RID,pin_joint_create,const Vector2&,RID,RID);
FUNC5R(RID,groove_joint_create,const Vector2&,const Vector2&,const Vector2&,RID,RID);
FUNC4R(RID,damped_spring_joint_create,const Vector2&,const Vector2&,RID,RID);
FUNC3(damped_string_joint_set_param,RID,DampedStringParam,real_t);
FUNC2RC(real_t,damped_string_joint_get_param,RID,DampedStringParam);
FUNC1RC(JointType,joint_get_type,RID);
/* MISC */
FUNC1(free,RID);
FUNC1(set_active,bool);
virtual void init();
virtual void step(float p_step);
virtual void sync();
virtual void end_sync();
virtual void flush_queries();
virtual void finish();
int get_process_info(ProcessInfo p_info) {
return physics_2d_server->get_process_info(p_info);
}
Physics2DServerWrapMT(Physics2DServer* p_contained,bool p_create_thread);
~Physics2DServerWrapMT();
template<class T>
static Physics2DServer* init_server() {
int tm = GLOBAL_DEF("physics_2d/thread_model",1);
if (tm==0) //single unsafe
return memnew( T );
else if (tm==1) //single saef
return memnew( Physics2DServerWrapMT( memnew( T ), false ));
else //single unsafe
return memnew( Physics2DServerWrapMT( memnew( T ), true ));
}
#undef ServerNameWrapMT
#undef ServerName
#undef server_name
};
#ifdef DEBUG_SYNC
#undef DEBUG_SYNC
#endif
#undef SYNC_DEBUG
#endif // PHYSICS2DSERVERWRAPMT_H