Use real_t as floating point type in physics code.

This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code.

Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
This commit is contained in:
Ferenc Arn 2017-02-13 17:25:05 -06:00
parent 55dc24f753
commit eae94ba1c8
54 changed files with 472 additions and 520 deletions

View file

@ -30,7 +30,7 @@
#include "collision_solver_sw.h"
bool AreaPairSW::setup(float p_step) {
bool AreaPairSW::setup(real_t p_step) {
if (!area->test_collision_mask(body)) {
colliding = false;
@ -64,7 +64,7 @@ bool AreaPairSW::setup(float p_step) {
return false; //never do any post solving
}
void AreaPairSW::solve(float p_step) {
void AreaPairSW::solve(real_t p_step) {
}
@ -103,7 +103,7 @@ AreaPairSW::~AreaPairSW() {
bool Area2PairSW::setup(float p_step) {
bool Area2PairSW::setup(real_t p_step) {
if (!area_a->test_collision_mask(area_b)) {
colliding = false;
@ -139,7 +139,7 @@ bool Area2PairSW::setup(float p_step) {
return false; //never do any post solving
}
void Area2PairSW::solve(float p_step) {
void Area2PairSW::solve(real_t p_step) {
}

View file

@ -42,8 +42,8 @@ class AreaPairSW : public ConstraintSW {
bool colliding;
public:
bool setup(float p_step);
void solve(float p_step);
bool setup(real_t p_step);
void solve(real_t p_step);
AreaPairSW(BodySW *p_body,int p_body_shape, AreaSW *p_area,int p_area_shape);
~AreaPairSW();
@ -59,8 +59,8 @@ class Area2PairSW : public ConstraintSW {
bool colliding;
public:
bool setup(float p_step);
void solve(float p_step);
bool setup(real_t p_step);
void solve(real_t p_step);
Area2PairSW(AreaSW *p_area_a,int p_shape_a, AreaSW *p_area_b,int p_shape_b);
~Area2PairSW();

View file

@ -42,13 +42,13 @@ class AreaSW : public CollisionObjectSW{
PhysicsServer::AreaSpaceOverrideMode space_override_mode;
float gravity;
real_t gravity;
Vector3 gravity_vector;
bool gravity_is_point;
float gravity_distance_scale;
float point_attenuation;
float linear_damp;
float angular_damp;
real_t gravity_distance_scale;
real_t point_attenuation;
real_t linear_damp;
real_t angular_damp;
int priority;
bool monitorable;
@ -131,8 +131,8 @@ public:
void set_space_override_mode(PhysicsServer::AreaSpaceOverrideMode p_mode);
PhysicsServer::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
_FORCE_INLINE_ void set_gravity(float p_gravity) { gravity=p_gravity; }
_FORCE_INLINE_ float get_gravity() const { return gravity; }
_FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity=p_gravity; }
_FORCE_INLINE_ real_t get_gravity() const { return gravity; }
_FORCE_INLINE_ void set_gravity_vector(const Vector3& p_gravity) { gravity_vector=p_gravity; }
_FORCE_INLINE_ Vector3 get_gravity_vector() const { return gravity_vector; }
@ -140,17 +140,17 @@ public:
_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point=p_enable; }
_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
_FORCE_INLINE_ void set_gravity_distance_scale(float scale) { gravity_distance_scale=scale; }
_FORCE_INLINE_ float get_gravity_distance_scale() const { return gravity_distance_scale; }
_FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale=scale; }
_FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; }
_FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
_FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation=p_point_attenuation; }
_FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; }
_FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; }
_FORCE_INLINE_ float get_linear_damp() const { return linear_damp; }
_FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp=p_linear_damp; }
_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
_FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; }
_FORCE_INLINE_ float get_angular_damp() const { return angular_damp; }
_FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp=p_angular_damp; }
_FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
_FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }

View file

@ -105,7 +105,7 @@ void BodyPairSW::contact_added_callback(const Vector3& p_point_A,const Vector3&
// remove the contact with the minimum depth
int least_deep=-1;
float min_depth=1e10;
real_t min_depth=1e10;
for (int i=0;i<=contact_count;i++) {
@ -114,7 +114,7 @@ void BodyPairSW::contact_added_callback(const Vector3& p_point_A,const Vector3&
Vector3 global_B = B->get_transform().basis.xform(c.local_B)+offset_B;
Vector3 axis = global_A - global_B;
float depth = axis.dot( c.normal );
real_t depth = axis.dot( c.normal );
if (depth<min_depth) {
@ -154,7 +154,7 @@ void BodyPairSW::validate_contacts() {
Vector3 global_A = A->get_transform().basis.xform(c.local_A);
Vector3 global_B = B->get_transform().basis.xform(c.local_B)+offset_B;
Vector3 axis = global_A - global_B;
float depth = axis.dot( c.normal );
real_t depth = axis.dot( c.normal );
if (depth < -contact_max_separation || (global_B + c.normal * depth - global_A).length() > contact_max_separation) {
// contact no longer needed, remove
@ -173,7 +173,7 @@ void BodyPairSW::validate_contacts() {
}
bool BodyPairSW::_test_ccd(float p_step,BodySW *p_A, int p_shape_A,const Transform& p_xform_A,BodySW *p_B, int p_shape_B,const Transform& p_xform_B) {
bool BodyPairSW::_test_ccd(real_t p_step,BodySW *p_A, int p_shape_A,const Transform& p_xform_A,BodySW *p_B, int p_shape_B,const Transform& p_xform_B) {
@ -211,14 +211,14 @@ bool BodyPairSW::_test_ccd(float p_step,BodySW *p_A, int p_shape_A,const Transfo
//shorten the linear velocity so it does not hit, but gets close enough, next frame will hit softly or soft enough
Vector3 hitpos = p_xform_B.xform(rpos);
float newlen = hitpos.distance_to(from)-(max-min)*0.01;
real_t newlen = hitpos.distance_to(from)-(max-min)*0.01;
p_A->set_linear_velocity((mnormal*newlen)/p_step);
return true;
}
bool BodyPairSW::setup(float p_step) {
bool BodyPairSW::setup(real_t p_step) {
//cannot collide
if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC && A->get_max_contacts_reported()==0 && B->get_max_contacts_reported()==0)) {
@ -264,7 +264,7 @@ bool BodyPairSW::setup(float p_step) {
real_t max_penetration = space->get_contact_max_allowed_penetration();
float bias = 0.3f;
real_t bias = (real_t)0.3;
if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
@ -356,7 +356,7 @@ bool BodyPairSW::setup(float p_step) {
if (depth > max_penetration) {
c.bias = (depth - max_penetration) * (1.0/(p_step*(1.0/RELAXATION_TIMESTEPS)));
} else {
float approach = -0.1f * (depth - max_penetration) / (CMP_EPSILON + max_penetration);
real_t approach = -0.1 * (depth - max_penetration) / (CMP_EPSILON + max_penetration);
approach = CLAMP( approach, CMP_EPSILON, 1.0 );
c.bias = approach * (depth - max_penetration) * (1.0/p_step);
}
@ -387,7 +387,7 @@ bool BodyPairSW::setup(float p_step) {
return true;
}
void BodyPairSW::solve(float p_step) {
void BodyPairSW::solve(real_t p_step) {
if (!collided)
return;

View file

@ -82,14 +82,14 @@ class BodyPairSW : public ConstraintSW {
void contact_added_callback(const Vector3& p_point_A,const Vector3& p_point_B);
void validate_contacts();
bool _test_ccd(float p_step,BodySW *p_A, int p_shape_A,const Transform& p_xform_A,BodySW *p_B, int p_shape_B,const Transform& p_xform_B);
bool _test_ccd(real_t p_step,BodySW *p_A, int p_shape_A,const Transform& p_xform_A,BodySW *p_B, int p_shape_B,const Transform& p_xform_B);
SpaceSW *space;
public:
bool setup(float p_step);
void solve(float p_step);
bool setup(real_t p_step);
void solve(real_t p_step);
BodyPairSW(BodySW *p_A, int p_shape_A,BodySW *p_B, int p_shape_B);
~BodyPairSW();

View file

@ -59,7 +59,7 @@ void BodySW::update_inertias() {
case PhysicsServer::BODY_MODE_RIGID: {
//update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
float total_area=0;
real_t total_area=0;
for (int i=0;i<get_shape_count();i++) {
@ -70,9 +70,9 @@ void BodySW::update_inertias() {
center_of_mass_local.zero();
for (int i=0; i<get_shape_count(); i++) {
float area=get_shape_area(i);
real_t area=get_shape_area(i);
float mass = area * this->mass / total_area;
real_t mass = area * this->mass / total_area;
// NOTE: we assume that the shape origin is also its center of mass
center_of_mass_local += mass * get_shape_transform(i).origin;
@ -88,9 +88,9 @@ void BodySW::update_inertias() {
const ShapeSW* shape=get_shape(i);
float area=get_shape_area(i);
real_t area=get_shape_area(i);
float mass = area * this->mass / total_area;
real_t mass = area * this->mass / total_area;
Basis shape_inertia_tensor=shape->get_moment_of_inertia(mass).to_diagonal_matrix();
Transform shape_transform=get_shape_transform(i);
@ -170,7 +170,7 @@ void BodySW::set_active(bool p_active) {
void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) {
void BodySW::set_param(PhysicsServer::BodyParameter p_param, real_t p_value) {
switch(p_param) {
case PhysicsServer::BODY_PARAM_BOUNCE: {
@ -202,7 +202,7 @@ void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) {
}
}
float BodySW::get_param(PhysicsServer::BodyParameter p_param) const {
real_t BodySW::get_param(PhysicsServer::BodyParameter p_param) const {
switch(p_param) {
case PhysicsServer::BODY_PARAM_BOUNCE: {
@ -511,7 +511,7 @@ void BodySW::integrate_forces(real_t p_step) {
//compute a FAKE angular velocity, not so easy
Basis rot=new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized();
Vector3 axis;
float angle;
real_t angle;
rot.get_axis_and_angle(axis,angle);
axis.normalize();
@ -615,7 +615,7 @@ void BodySW::integrate_velocities(real_t p_step) {
float ang_vel = total_angular_velocity.length();
real_t ang_vel = total_angular_velocity.length();
Transform transform = get_transform();
@ -666,7 +666,7 @@ void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
//compute a FAKE angular velocity, not so easy
Matrix3 rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
Vector3 axis;
float angle;
real_t angle;
rot.get_axis_and_angle(axis,angle);
axis.normalize();

View file

@ -75,8 +75,8 @@ class BodySW : public CollisionObjectSW {
Vector3 applied_force;
Vector3 applied_torque;
float area_angular_damp;
float area_linear_damp;
real_t area_angular_damp;
real_t area_linear_damp;
SelfList<BodySW> active_list;
@ -115,7 +115,7 @@ class BodySW : public CollisionObjectSW {
Vector3 local_pos;
Vector3 local_normal;
float depth;
real_t depth;
int local_shape;
Vector3 collider_pos;
int collider_shape;
@ -174,7 +174,7 @@ public:
_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_contact(const Vector3& p_local_pos,const Vector3& p_local_normal, real_t 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);}
@ -248,8 +248,8 @@ public:
set_active(true);
}
void set_param(PhysicsServer::BodyParameter p_param, float);
float get_param(PhysicsServer::BodyParameter p_param) const;
void set_param(PhysicsServer::BodyParameter p_param, real_t);
real_t get_param(PhysicsServer::BodyParameter p_param) const;
void set_mode(PhysicsServer::BodyMode p_mode);
PhysicsServer::BodyMode get_mode() const;
@ -319,7 +319,7 @@ public:
//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) {
void BodySW::add_contact(const Vector3& p_local_pos,const Vector3& p_local_normal, real_t 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();
@ -335,7 +335,7 @@ void BodySW::add_contact(const Vector3& p_local_pos,const Vector3& p_local_norma
idx=contact_count++;
} else {
float least_depth=1e20;
real_t least_depth=1e20;
int least_deep=-1;
for(int i=0;i<c_max;i++) {
@ -377,13 +377,13 @@ public:
real_t step;
virtual Vector3 get_total_gravity() const { return body->gravity; } // get gravity vector working on this body space/area
virtual float get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area
virtual float get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area
virtual real_t get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area
virtual real_t get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area
virtual Vector3 get_center_of_mass() const { return body->get_center_of_mass(); }
virtual Basis get_principal_inertia_axes() const { return body->get_principal_inertia_axes(); }
virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
virtual real_t 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 Basis get_inverse_inertia_tensor() const { return body->get_inv_inertia_tensor(); } // get density of this body space

View file

@ -122,9 +122,9 @@ static void _generate_contacts_edge_edge(const Vector3 * p_points_A,int p_point_
Vector3 base_B = p_points_B[0] - axis * axis.dot(p_points_B[0]);
//sort all 4 points in axis
float dvec[4]={ axis.dot(p_points_A[0]), axis.dot(p_points_A[1]), axis.dot(p_points_B[0]), axis.dot(p_points_B[1]) };
real_t dvec[4]={ axis.dot(p_points_A[0]), axis.dot(p_points_A[1]), axis.dot(p_points_B[0]), axis.dot(p_points_B[1]) };
SortArray<float> sa;
SortArray<real_t> sa;
sa.sort(dvec,4);
//use the middle ones as contacts
@ -234,7 +234,7 @@ static void _generate_contacts_face_face(const Vector3 * p_points_A,int p_point_
for (int i=0;i<clipbuf_len;i++) {
float d = plane_B.distance_to(clipbuf_src[i]);
real_t d = plane_B.distance_to(clipbuf_src[i]);
/*
if (d>CMP_EPSILON)
continue;
@ -476,11 +476,11 @@ public:
/****** SAT TESTS *******/
typedef void (*CollisionFunc)(const ShapeSW*,const Transform&,const ShapeSW*,const Transform&,_CollectorCallback *p_callback,float,float);
typedef void (*CollisionFunc)(const ShapeSW*,const Transform&,const ShapeSW*,const Transform&,_CollectorCallback *p_callback,real_t,real_t);
template<bool withMargin>
static void _collision_sphere_sphere(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_sphere_sphere(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const SphereShapeSW *sphere_A = static_cast<const SphereShapeSW*>(p_a);
@ -500,7 +500,7 @@ static void _collision_sphere_sphere(const ShapeSW *p_a,const Transform &p_trans
}
template<bool withMargin>
static void _collision_sphere_box(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_sphere_box(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const SphereShapeSW *sphere_A = static_cast<const SphereShapeSW*>(p_a);
@ -555,7 +555,7 @@ static void _collision_sphere_box(const ShapeSW *p_a,const Transform &p_transfor
}
template<bool withMargin>
static void _collision_sphere_capsule(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_sphere_capsule(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const SphereShapeSW *sphere_A = static_cast<const SphereShapeSW*>(p_a);
const CapsuleShapeSW *capsule_B = static_cast<const CapsuleShapeSW*>(p_b);
@ -595,7 +595,7 @@ static void _collision_sphere_capsule(const ShapeSW *p_a,const Transform &p_tran
}
template<bool withMargin>
static void _collision_sphere_convex_polygon(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_sphere_convex_polygon(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const SphereShapeSW *sphere_A = static_cast<const SphereShapeSW*>(p_a);
@ -666,7 +666,7 @@ static void _collision_sphere_convex_polygon(const ShapeSW *p_a,const Transform
}
template<bool withMargin>
static void _collision_sphere_face(const ShapeSW *p_a,const Transform &p_transform_a, const ShapeSW *p_b,const Transform& p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_sphere_face(const ShapeSW *p_a,const Transform &p_transform_a, const ShapeSW *p_b,const Transform& p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const SphereShapeSW *sphere_A = static_cast<const SphereShapeSW*>(p_a);
const FaceShapeSW *face_B = static_cast<const FaceShapeSW*>(p_b);
@ -710,7 +710,7 @@ static void _collision_sphere_face(const ShapeSW *p_a,const Transform &p_transfo
template<bool withMargin>
static void _collision_box_box(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_box_box(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const BoxShapeSW *box_A = static_cast<const BoxShapeSW*>(p_a);
@ -818,7 +818,7 @@ static void _collision_box_box(const ShapeSW *p_a,const Transform &p_transform_a
}
template<bool withMargin>
static void _collision_box_capsule(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_box_capsule(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const BoxShapeSW *box_A = static_cast<const BoxShapeSW*>(p_a);
const CapsuleShapeSW *capsule_B = static_cast<const CapsuleShapeSW*>(p_b);
@ -918,7 +918,7 @@ static void _collision_box_capsule(const ShapeSW *p_a,const Transform &p_transfo
}
template<bool withMargin>
static void _collision_box_convex_polygon(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_box_convex_polygon(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
@ -1046,7 +1046,7 @@ static void _collision_box_convex_polygon(const ShapeSW *p_a,const Transform &p_
template<bool withMargin>
static void _collision_box_face(const ShapeSW *p_a,const Transform &p_transform_a, const ShapeSW *p_b,const Transform& p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_box_face(const ShapeSW *p_a,const Transform &p_transform_a, const ShapeSW *p_b,const Transform& p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const BoxShapeSW *box_A = static_cast<const BoxShapeSW*>(p_a);
@ -1158,7 +1158,7 @@ static void _collision_box_face(const ShapeSW *p_a,const Transform &p_transform_
template<bool withMargin>
static void _collision_capsule_capsule(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_capsule_capsule(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const CapsuleShapeSW *capsule_A = static_cast<const CapsuleShapeSW*>(p_a);
const CapsuleShapeSW *capsule_B = static_cast<const CapsuleShapeSW*>(p_b);
@ -1216,7 +1216,7 @@ static void _collision_capsule_capsule(const ShapeSW *p_a,const Transform &p_tra
}
template<bool withMargin>
static void _collision_capsule_convex_polygon(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_capsule_convex_polygon(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const CapsuleShapeSW *capsule_A = static_cast<const CapsuleShapeSW*>(p_a);
@ -1287,7 +1287,7 @@ static void _collision_capsule_convex_polygon(const ShapeSW *p_a,const Transform
template<bool withMargin>
static void _collision_capsule_face(const ShapeSW *p_a,const Transform &p_transform_a, const ShapeSW *p_b,const Transform& p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_capsule_face(const ShapeSW *p_a,const Transform &p_transform_a, const ShapeSW *p_b,const Transform& p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const CapsuleShapeSW *capsule_A = static_cast<const CapsuleShapeSW*>(p_a);
const FaceShapeSW *face_B = static_cast<const FaceShapeSW*>(p_b);
@ -1350,7 +1350,7 @@ static void _collision_capsule_face(const ShapeSW *p_a,const Transform &p_transf
template<bool withMargin>
static void _collision_convex_polygon_convex_polygon(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_convex_polygon_convex_polygon(const ShapeSW *p_a,const Transform &p_transform_a,const ShapeSW *p_b,const Transform &p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const ConvexPolygonShapeSW *convex_polygon_A = static_cast<const ConvexPolygonShapeSW*>(p_a);
@ -1474,7 +1474,7 @@ static void _collision_convex_polygon_convex_polygon(const ShapeSW *p_a,const Tr
template<bool withMargin>
static void _collision_convex_polygon_face(const ShapeSW *p_a,const Transform &p_transform_a, const ShapeSW *p_b,const Transform& p_transform_b,_CollectorCallback *p_collector,float p_margin_a,float p_margin_b) {
static void _collision_convex_polygon_face(const ShapeSW *p_a,const Transform &p_transform_a, const ShapeSW *p_b,const Transform& p_transform_b,_CollectorCallback *p_collector,real_t p_margin_a,real_t p_margin_b) {
const ConvexPolygonShapeSW *convex_polygon_A = static_cast<const ConvexPolygonShapeSW*>(p_a);
@ -1585,7 +1585,7 @@ static void _collision_convex_polygon_face(const ShapeSW *p_a,const Transform &p
}
bool sat_calculate_penetration(const ShapeSW *p_shape_A, const Transform& p_transform_A, const ShapeSW *p_shape_B, const Transform& p_transform_B, CollisionSolverSW::CallbackResult p_result_callback,void *p_userdata,bool p_swap,Vector3* r_prev_axis,float p_margin_a,float p_margin_b) {
bool sat_calculate_penetration(const ShapeSW *p_shape_A, const Transform& p_transform_A, const ShapeSW *p_shape_B, const Transform& p_transform_B, CollisionSolverSW::CallbackResult p_result_callback,void *p_userdata,bool p_swap,Vector3* r_prev_axis,real_t p_margin_a,real_t p_margin_b) {
PhysicsServer::ShapeType type_A=p_shape_A->get_type();
@ -1667,8 +1667,8 @@ bool sat_calculate_penetration(const ShapeSW *p_shape_A, const Transform& p_tran
const ShapeSW *B=p_shape_B;
const Transform *transform_A=&p_transform_A;
const Transform *transform_B=&p_transform_B;
float margin_A=p_margin_a;
float margin_B=p_margin_b;
real_t margin_A=p_margin_a;
real_t margin_B=p_margin_b;
if (type_A > type_B) {
SWAP(A,B);

View file

@ -32,6 +32,6 @@
#include "collision_solver_sw.h"
bool sat_calculate_penetration(const ShapeSW *p_shape_A, const Transform& p_transform_A, const ShapeSW *p_shape_B, const Transform& p_transform_B, CollisionSolverSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector3* r_prev_axis=NULL,float p_margin_a=0,float p_margin_b=0);
bool sat_calculate_penetration(const ShapeSW *p_shape_A, const Transform& p_transform_A, const ShapeSW *p_shape_B, const Transform& p_transform_B, CollisionSolverSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector3* r_prev_axis=NULL,real_t p_margin_a=0,real_t p_margin_b=0);
#endif // COLLISION_SOLVER_SAT_H

View file

@ -115,8 +115,8 @@ struct _ConcaveCollisionInfo {
int aabb_tests;
int collisions;
bool tested;
float margin_A;
float margin_B;
real_t margin_A;
real_t margin_B;
Vector3 close_A,close_B;
};
@ -136,7 +136,7 @@ void CollisionSolverSW::concave_callback(void *p_userdata, ShapeSW *p_convex) {
}
bool CollisionSolverSW::solve_concave(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,float p_margin_A,float p_margin_B) {
bool CollisionSolverSW::solve_concave(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,real_t p_margin_A,real_t p_margin_B) {
const ConcaveShapeSW *concave_B=static_cast<const ConcaveShapeSW*>(p_shape_B);
@ -164,10 +164,10 @@ bool CollisionSolverSW::solve_concave(const ShapeSW *p_shape_A,const Transform&
for(int i=0;i<3;i++) {
Vector3 axis( p_transform_B.basis.get_axis(i) );
float axis_scale = 1.0/axis.length();
real_t axis_scale = 1.0/axis.length();
axis*=axis_scale;
float smin,smax;
real_t smin,smax;
p_shape_A->project_range(axis,rel_transform,smin,smax);
smin-=p_margin_A;
smax+=p_margin_A;
@ -186,7 +186,7 @@ bool CollisionSolverSW::solve_concave(const ShapeSW *p_shape_A,const Transform&
}
bool CollisionSolverSW::solve_static(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,Vector3 *r_sep_axis,float p_margin_A,float p_margin_B) {
bool CollisionSolverSW::solve_static(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,Vector3 *r_sep_axis,real_t p_margin_A,real_t p_margin_B) {
PhysicsServer::ShapeType type_A=p_shape_A->get_type();
@ -291,7 +291,7 @@ bool CollisionSolverSW::solve_distance_plane(const ShapeSW *p_shape_A,const Tran
bool collided=false;
Vector3 closest;
float closest_d;
real_t closest_d;
for(int i=0;i<support_count;i++) {
@ -362,10 +362,10 @@ bool CollisionSolverSW::solve_distance(const ShapeSW *p_shape_A,const Transform&
for(int i=0;i<3;i++) {
Vector3 axis( p_transform_B.basis.get_axis(i) );
float axis_scale = 1.0/axis.length();
real_t axis_scale = ((real_t)1.0)/axis.length();
axis*=axis_scale;
float smin,smax;
real_t smin,smax;
if (use_cc_hint) {
cc_hint_aabb.project_range_in_plane(Plane(axis,0),smin,smax);

View file

@ -40,14 +40,14 @@ private:
static void concave_callback(void *p_userdata, ShapeSW *p_convex);
static bool solve_static_plane(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result);
static bool solve_ray(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result);
static bool solve_concave(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,float p_margin_A=0,float p_margin_B=0);
static bool solve_concave(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,real_t p_margin_A=0,real_t p_margin_B=0);
static void concave_distance_callback(void *p_userdata, ShapeSW *p_convex);
static bool solve_distance_plane(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,Vector3& r_point_A,Vector3& r_point_B);
public:
static bool solve_static(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,Vector3 *r_sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
static bool solve_static(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,CallbackResult p_result_callback,void *p_userdata,Vector3 *r_sep_axis=NULL,real_t p_margin_A=0,real_t p_margin_B=0);
static bool solve_distance(const ShapeSW *p_shape_A,const Transform& p_transform_A,const ShapeSW *p_shape_B,const Transform& p_transform_B,Vector3& r_point_A,Vector3& r_point_B,const Rect3& p_concave_hint,Vector3 *r_sep_axis=NULL);
};

View file

@ -67,8 +67,8 @@ public:
_FORCE_INLINE_ int get_priority() const { return priority; }
virtual bool setup(float p_step)=0;
virtual void solve(float p_step)=0;
virtual bool setup(real_t p_step)=0;
virtual void solve(real_t p_step)=0;
virtual ~ConstraintSW() {}
};

View file

@ -96,7 +96,7 @@ ConeTwistJointSW::ConeTwistJointSW(BodySW* rbA,BodySW* rbB,const Transform& rbAF
}
bool ConeTwistJointSW::setup(float p_step) {
bool ConeTwistJointSW::setup(real_t p_step) {
m_appliedImpulse = real_t(0.);
//set bias, sign, clear accumulator
@ -318,7 +318,7 @@ void ConeTwistJointSW::solve(real_t timeStep)
}
void ConeTwistJointSW::set_param(PhysicsServer::ConeTwistJointParam p_param, float p_value) {
void ConeTwistJointSW::set_param(PhysicsServer::ConeTwistJointParam p_param, real_t p_value) {
switch(p_param) {
case PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN: {
@ -345,7 +345,7 @@ void ConeTwistJointSW::set_param(PhysicsServer::ConeTwistJointParam p_param, flo
}
}
float ConeTwistJointSW::get_param(PhysicsServer::ConeTwistJointParam p_param) const{
real_t ConeTwistJointSW::get_param(PhysicsServer::ConeTwistJointParam p_param) const{
switch(p_param) {
case PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN: {

View file

@ -109,8 +109,8 @@ public:
virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_CONE_TWIST; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
virtual bool setup(real_t p_step);
virtual void solve(real_t p_step);
ConeTwistJointSW(BodySW* rbA,BodySW* rbB,const Transform& rbAFrame, const Transform& rbBFrame);
@ -146,8 +146,8 @@ public:
return m_twistLimitSign;
}
void set_param(PhysicsServer::ConeTwistJointParam p_param, float p_value);
float get_param(PhysicsServer::ConeTwistJointParam p_param) const;
void set_param(PhysicsServer::ConeTwistJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer::ConeTwistJointParam p_param) const;
};

View file

@ -38,54 +38,6 @@ See corresponding header file for licensing info.
#define GENERIC_D6_DISABLE_WARMSTARTING 1
real_t btGetMatrixElem(const Basis& mat, int index);
real_t btGetMatrixElem(const Basis& mat, int index)
{
int i = index%3;
int j = index/3;
return mat[i][j];
}
///MatrixToEulerXYZ from http://www.geometrictools.com/LibFoundation/Mathematics/Wm4Matrix3.inl.html
bool matrixToEulerXYZ(const Basis& mat,Vector3& xyz);
bool matrixToEulerXYZ(const Basis& mat,Vector3& xyz)
{
// rot = cy*cz -cy*sz sy
// cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx
// -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
if (btGetMatrixElem(mat,2) < real_t(1.0))
{
if (btGetMatrixElem(mat,2) > real_t(-1.0))
{
xyz[0] = Math::atan2(-btGetMatrixElem(mat,5),btGetMatrixElem(mat,8));
xyz[1] = Math::asin(btGetMatrixElem(mat,2));
xyz[2] = Math::atan2(-btGetMatrixElem(mat,1),btGetMatrixElem(mat,0));
return true;
}
else
{
// WARNING. Not unique. XA - ZA = -atan2(r10,r11)
xyz[0] = -Math::atan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4));
xyz[1] = -Math_PI*0.5;
xyz[2] = real_t(0.0);
return false;
}
}
else
{
// WARNING. Not unique. XAngle + ZAngle = atan2(r10,r11)
xyz[0] = Math::atan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4));
xyz[1] = Math_PI*0.5;
xyz[2] = 0.0;
}
return false;
}
//////////////////////////// G6DOFRotationalLimitMotorSW ////////////////////////////////////
@ -297,7 +249,7 @@ void Generic6DOFJointSW::calculateAngleInfo()
{
Basis relative_frame = m_calculatedTransformA.basis.inverse()*m_calculatedTransformB.basis;
matrixToEulerXYZ(relative_frame,m_calculatedAxisAngleDiff);
m_calculatedAxisAngleDiff = relative_frame.get_euler();
@ -385,7 +337,7 @@ bool Generic6DOFJointSW::testAngularLimitMotor(int axis_index)
return m_angularLimits[axis_index].needApplyTorques();
}
bool Generic6DOFJointSW::setup(float p_step) {
bool Generic6DOFJointSW::setup(real_t p_step) {
// Clear accumulated impulses for the next simulation step
m_linearLimits.m_accumulatedImpulse=Vector3(real_t(0.), real_t(0.), real_t(0.));
@ -531,7 +483,7 @@ void Generic6DOFJointSW::calcAnchorPos(void)
} // Generic6DOFJointSW::calcAnchorPos()
void Generic6DOFJointSW::set_param(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisParam p_param, float p_value) {
void Generic6DOFJointSW::set_param(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisParam p_param, real_t p_value) {
ERR_FAIL_INDEX(p_axis,3);
switch(p_param) {
@ -607,7 +559,7 @@ void Generic6DOFJointSW::set_param(Vector3::Axis p_axis,PhysicsServer::G6DOFJoin
}
}
float Generic6DOFJointSW::get_param(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisParam p_param) const{
real_t Generic6DOFJointSW::get_param(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisParam p_param) const{
ERR_FAIL_INDEX_V(p_axis,3,0);
switch(p_param) {
case PhysicsServer::G6DOF_JOINT_LINEAR_LOWER_LIMIT: {

View file

@ -295,8 +295,8 @@ public:
virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_6DOF; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
virtual bool setup(real_t p_step);
virtual void solve(real_t p_step);
//! Calcs global transform of the offsets
@ -449,8 +449,8 @@ public:
virtual void calcAnchorPos(void); // overridable
void set_param(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisParam p_param, float p_value);
float get_param(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisParam p_param) const;
void set_param(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisParam p_param, real_t p_value);
real_t get_param(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisParam p_param) const;
void set_flag(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisFlag p_flag, bool p_value);
bool get_flag(Vector3::Axis p_axis,PhysicsServer::G6DOFJointAxisFlag p_flag) const;

View file

@ -148,7 +148,7 @@ HingeJointSW::HingeJointSW(BodySW* rbA,BodySW* rbB, const Vector3& pivotInA,cons
bool HingeJointSW::setup(float p_step) {
bool HingeJointSW::setup(real_t p_step) {
m_appliedImpulse = real_t(0.);
@ -262,7 +262,7 @@ bool HingeJointSW::setup(float p_step) {
return true;
}
void HingeJointSW::solve(float p_step) {
void HingeJointSW::solve(real_t p_step) {
Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
@ -418,7 +418,7 @@ real_t HingeJointSW::get_hinge_angle() {
}
void HingeJointSW::set_param(PhysicsServer::HingeJointParam p_param, float p_value) {
void HingeJointSW::set_param(PhysicsServer::HingeJointParam p_param, real_t p_value) {
switch (p_param) {
@ -434,7 +434,7 @@ void HingeJointSW::set_param(PhysicsServer::HingeJointParam p_param, float p_val
}
}
float HingeJointSW::get_param(PhysicsServer::HingeJointParam p_param) const{
real_t HingeJointSW::get_param(PhysicsServer::HingeJointParam p_param) const{
switch (p_param) {

View file

@ -103,13 +103,13 @@ public:
virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_HINGE; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
virtual bool setup(real_t p_step);
virtual void solve(real_t p_step);
real_t get_hinge_angle();
void set_param(PhysicsServer::HingeJointParam p_param, float p_value);
float get_param(PhysicsServer::HingeJointParam p_param) const;
void set_param(PhysicsServer::HingeJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer::HingeJointParam p_param) const;
void set_flag(PhysicsServer::HingeJointFlag p_flag, bool p_value);
bool get_flag(PhysicsServer::HingeJointFlag p_flag) const;

View file

@ -34,7 +34,7 @@ See corresponding header file for licensing info.
#include "pin_joint_sw.h"
bool PinJointSW::setup(float p_step) {
bool PinJointSW::setup(real_t p_step) {
m_appliedImpulse = real_t(0.);
@ -59,7 +59,7 @@ bool PinJointSW::setup(float p_step) {
return true;
}
void PinJointSW::solve(float p_step){
void PinJointSW::solve(real_t p_step){
Vector3 pivotAInW = A->get_transform().xform(m_pivotInA);
Vector3 pivotBInW = B->get_transform().xform(m_pivotInB);
@ -116,7 +116,7 @@ void PinJointSW::solve(float p_step){
}
}
void PinJointSW::set_param(PhysicsServer::PinJointParam p_param,float p_value) {
void PinJointSW::set_param(PhysicsServer::PinJointParam p_param,real_t p_value) {
switch(p_param) {
case PhysicsServer::PIN_JOINT_BIAS: m_tau=p_value; break;
@ -125,7 +125,7 @@ void PinJointSW::set_param(PhysicsServer::PinJointParam p_param,float p_value) {
}
}
float PinJointSW::get_param(PhysicsServer::PinJointParam p_param) const{
real_t PinJointSW::get_param(PhysicsServer::PinJointParam p_param) const{
switch(p_param) {
case PhysicsServer::PIN_JOINT_BIAS: return m_tau;

View file

@ -79,11 +79,11 @@ public:
virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_PIN; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
virtual bool setup(real_t p_step);
virtual void solve(real_t p_step);
void set_param(PhysicsServer::PinJointParam p_param,float p_value);
float get_param(PhysicsServer::PinJointParam p_param) const;
void set_param(PhysicsServer::PinJointParam p_param,real_t p_value);
real_t get_param(PhysicsServer::PinJointParam p_param) const;
void set_pos_A(const Vector3& p_pos) { m_pivotInA=p_pos; }
void set_pos_B(const Vector3& p_pos) { m_pivotInB=p_pos; }

View file

@ -112,7 +112,7 @@ SliderJointSW::SliderJointSW(BodySW* rbA, BodySW* rbB, const Transform& frameInA
//-----------------------------------------------------------------------------
bool SliderJointSW::setup(float p_step)
bool SliderJointSW::setup(real_t p_step)
{
//calculate transforms
@ -406,7 +406,7 @@ Vector3 SliderJointSW::getAncorInB(void)
return ancorInB;
} // SliderJointSW::getAncorInB();
void SliderJointSW::set_param(PhysicsServer::SliderJointParam p_param, float p_value) {
void SliderJointSW::set_param(PhysicsServer::SliderJointParam p_param, real_t p_value) {
switch(p_param) {
case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_UPPER: m_upperLinLimit=p_value; break;
@ -437,7 +437,7 @@ void SliderJointSW::set_param(PhysicsServer::SliderJointParam p_param, float p_v
}
float SliderJointSW::get_param(PhysicsServer::SliderJointParam p_param) const {
real_t SliderJointSW::get_param(PhysicsServer::SliderJointParam p_param) const {
switch(p_param) {
case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_UPPER: return m_upperLinLimit;

View file

@ -237,11 +237,11 @@ public:
Vector3 getAncorInA(void);
Vector3 getAncorInB(void);
void set_param(PhysicsServer::SliderJointParam p_param, float p_value);
float get_param(PhysicsServer::SliderJointParam p_param) const;
void set_param(PhysicsServer::SliderJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer::SliderJointParam p_param) const;
bool setup(float p_step);
void solve(float p_step);
bool setup(real_t p_step);
void solve(real_t p_step);
virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_SLIDER; }

View file

@ -727,7 +727,7 @@ uint32_t PhysicsServerSW::body_get_user_flags(RID p_body, uint32_t p_flags) cons
return 0;
};
void PhysicsServerSW::body_set_param(RID p_body, BodyParameter p_param, float p_value) {
void PhysicsServerSW::body_set_param(RID p_body, BodyParameter p_param, real_t p_value) {
BodySW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
@ -735,7 +735,7 @@ void PhysicsServerSW::body_set_param(RID p_body, BodyParameter p_param, float p_
body->set_param(p_param,p_value);
};
float PhysicsServerSW::body_get_param(RID p_body, BodyParameter p_param) const {
real_t PhysicsServerSW::body_get_param(RID p_body, BodyParameter p_param) const {
BodySW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body,0);
@ -879,14 +879,14 @@ void PhysicsServerSW::body_get_collision_exceptions(RID p_body, List<RID> *p_exc
};
void PhysicsServerSW::body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold) {
void PhysicsServerSW::body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold) {
BodySW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
};
float PhysicsServerSW::body_get_contacts_reported_depth_treshold(RID p_body) const {
real_t PhysicsServerSW::body_get_contacts_reported_depth_treshold(RID p_body) const {
BodySW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body,0);
@ -971,7 +971,7 @@ RID PhysicsServerSW::joint_create_pin(RID p_body_A,const Vector3& p_local_A,RID
return rid;
}
void PhysicsServerSW::pin_joint_set_param(RID p_joint,PinJointParam p_param, float p_value){
void PhysicsServerSW::pin_joint_set_param(RID p_joint,PinJointParam p_param, real_t p_value){
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND(!joint);
@ -980,7 +980,7 @@ void PhysicsServerSW::pin_joint_set_param(RID p_joint,PinJointParam p_param, flo
pin_joint->set_param(p_param,p_value);
}
float PhysicsServerSW::pin_joint_get_param(RID p_joint,PinJointParam p_param) const{
real_t PhysicsServerSW::pin_joint_get_param(RID p_joint,PinJointParam p_param) const{
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND_V(!joint,0);
@ -1074,7 +1074,7 @@ RID PhysicsServerSW::joint_create_hinge_simple(RID p_body_A,const Vector3& p_piv
}
void PhysicsServerSW::hinge_joint_set_param(RID p_joint,HingeJointParam p_param, float p_value){
void PhysicsServerSW::hinge_joint_set_param(RID p_joint,HingeJointParam p_param, real_t p_value){
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND(!joint);
@ -1083,7 +1083,7 @@ void PhysicsServerSW::hinge_joint_set_param(RID p_joint,HingeJointParam p_param,
hinge_joint->set_param(p_param,p_value);
}
float PhysicsServerSW::hinge_joint_get_param(RID p_joint,HingeJointParam p_param) const{
real_t PhysicsServerSW::hinge_joint_get_param(RID p_joint,HingeJointParam p_param) const{
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND_V(!joint,0);
@ -1154,7 +1154,7 @@ RID PhysicsServerSW::joint_create_slider(RID p_body_A,const Transform& p_local_f
return rid;
}
void PhysicsServerSW::slider_joint_set_param(RID p_joint,SliderJointParam p_param, float p_value){
void PhysicsServerSW::slider_joint_set_param(RID p_joint,SliderJointParam p_param, real_t p_value){
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND(!joint);
@ -1162,7 +1162,7 @@ void PhysicsServerSW::slider_joint_set_param(RID p_joint,SliderJointParam p_para
SliderJointSW *slider_joint = static_cast<SliderJointSW*>(joint);
slider_joint->set_param(p_param,p_value);
}
float PhysicsServerSW::slider_joint_get_param(RID p_joint,SliderJointParam p_param) const{
real_t PhysicsServerSW::slider_joint_get_param(RID p_joint,SliderJointParam p_param) const{
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND_V(!joint,0);
@ -1193,7 +1193,7 @@ RID PhysicsServerSW::joint_create_cone_twist(RID p_body_A,const Transform& p_loc
return rid;
}
void PhysicsServerSW::cone_twist_joint_set_param(RID p_joint,ConeTwistJointParam p_param, float p_value) {
void PhysicsServerSW::cone_twist_joint_set_param(RID p_joint,ConeTwistJointParam p_param, real_t p_value) {
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND(!joint);
@ -1201,7 +1201,7 @@ void PhysicsServerSW::cone_twist_joint_set_param(RID p_joint,ConeTwistJointParam
ConeTwistJointSW *cone_twist_joint = static_cast<ConeTwistJointSW*>(joint);
cone_twist_joint->set_param(p_param,p_value);
}
float PhysicsServerSW::cone_twist_joint_get_param(RID p_joint,ConeTwistJointParam p_param) const {
real_t PhysicsServerSW::cone_twist_joint_get_param(RID p_joint,ConeTwistJointParam p_param) const {
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND_V(!joint,0);
@ -1232,7 +1232,7 @@ RID PhysicsServerSW::joint_create_generic_6dof(RID p_body_A,const Transform& p_l
return rid;
}
void PhysicsServerSW::generic_6dof_joint_set_param(RID p_joint,Vector3::Axis p_axis,G6DOFJointAxisParam p_param, float p_value){
void PhysicsServerSW::generic_6dof_joint_set_param(RID p_joint,Vector3::Axis p_axis,G6DOFJointAxisParam p_param, real_t p_value){
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND(!joint);
@ -1240,7 +1240,7 @@ void PhysicsServerSW::generic_6dof_joint_set_param(RID p_joint,Vector3::Axis p_a
Generic6DOFJointSW *generic_6dof_joint = static_cast<Generic6DOFJointSW*>(joint);
generic_6dof_joint->set_param(p_axis,p_param,p_value);
}
float PhysicsServerSW::generic_6dof_joint_get_param(RID p_joint,Vector3::Axis p_axis,G6DOFJointAxisParam p_param){
real_t PhysicsServerSW::generic_6dof_joint_get_param(RID p_joint,Vector3::Axis p_axis,G6DOFJointAxisParam p_param){
JointSW *joint = joint_owner.get(p_joint);
ERR_FAIL_COND_V(!joint,0);
@ -1488,7 +1488,7 @@ void PhysicsServerSW::init() {
};
void PhysicsServerSW::step(float p_step) {
void PhysicsServerSW::step(real_t p_step) {
if (!active)
@ -1611,11 +1611,11 @@ void PhysicsServerSW::_shape_col_cbk(const Vector3& p_point_A,const Vector3& p_p
if (cbk->amount == cbk->max) {
//find least deep
float min_depth=1e20;
real_t min_depth=1e20;
int min_depth_idx=0;
for(int i=0;i<cbk->amount;i++) {
float d = cbk->ptr[i*2+0].distance_squared_to(cbk->ptr[i*2+1]);
real_t d = cbk->ptr[i*2+0].distance_squared_to(cbk->ptr[i*2+1]);
if (d<min_depth) {
min_depth=d;
min_depth_idx=i;
@ -1623,7 +1623,7 @@ void PhysicsServerSW::_shape_col_cbk(const Vector3& p_point_A,const Vector3& p_p
}
float d = p_point_A.distance_squared_to(p_point_B);
real_t d = p_point_A.distance_squared_to(p_point_B);
if (d<min_depth)
return;
cbk->ptr[min_depth_idx*2+0]=p_point_A;

View file

@ -180,8 +180,8 @@ public:
virtual void body_set_user_flags(RID p_body, uint32_t p_flags);
virtual uint32_t body_get_user_flags(RID p_body, uint32_t p_flags) const;
virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
virtual float body_get_param(RID p_body, BodyParameter p_param) const;
virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value);
virtual real_t body_get_param(RID p_body, BodyParameter p_param) const;
virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant);
virtual Variant body_get_state(RID p_body, BodyState p_state) const;
@ -203,8 +203,8 @@ public:
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);
virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold);
virtual float body_get_contacts_reported_depth_treshold(RID p_body) const;
virtual void body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold);
virtual real_t body_get_contacts_reported_depth_treshold(RID p_body) const;
virtual void body_set_omit_force_integration(RID p_body,bool p_omit);
virtual bool body_is_omitting_force_integration(RID p_body) const;
@ -221,8 +221,8 @@ public:
virtual RID joint_create_pin(RID p_body_A,const Vector3& p_local_A,RID p_body_B,const Vector3& p_local_B);
virtual void pin_joint_set_param(RID p_joint,PinJointParam p_param, float p_value);
virtual float pin_joint_get_param(RID p_joint,PinJointParam p_param) const;
virtual void pin_joint_set_param(RID p_joint,PinJointParam p_param, real_t p_value);
virtual real_t pin_joint_get_param(RID p_joint,PinJointParam p_param) const;
virtual void pin_joint_set_local_A(RID p_joint, const Vector3& p_A);
virtual Vector3 pin_joint_get_local_A(RID p_joint) const;
@ -233,8 +233,8 @@ public:
virtual RID joint_create_hinge(RID p_body_A,const Transform& p_frame_A,RID p_body_B,const Transform& p_frame_B);
virtual RID joint_create_hinge_simple(RID p_body_A,const Vector3& p_pivot_A,const Vector3& p_axis_A,RID p_body_B,const Vector3& p_pivot_B,const Vector3& p_axis_B);
virtual void hinge_joint_set_param(RID p_joint,HingeJointParam p_param, float p_value);
virtual float hinge_joint_get_param(RID p_joint,HingeJointParam p_param) const;
virtual void hinge_joint_set_param(RID p_joint,HingeJointParam p_param, real_t p_value);
virtual real_t hinge_joint_get_param(RID p_joint,HingeJointParam p_param) const;
virtual void hinge_joint_set_flag(RID p_joint,HingeJointFlag p_flag, bool p_value);
virtual bool hinge_joint_get_flag(RID p_joint,HingeJointFlag p_flag) const;
@ -242,18 +242,18 @@ public:
virtual RID joint_create_slider(RID p_body_A,const Transform& p_local_frame_A,RID p_body_B,const Transform& p_local_frame_B); //reference frame is A
virtual void slider_joint_set_param(RID p_joint,SliderJointParam p_param, float p_value);
virtual float slider_joint_get_param(RID p_joint,SliderJointParam p_param) const;
virtual void slider_joint_set_param(RID p_joint,SliderJointParam p_param, real_t p_value);
virtual real_t slider_joint_get_param(RID p_joint,SliderJointParam p_param) const;
virtual RID joint_create_cone_twist(RID p_body_A,const Transform& p_local_frame_A,RID p_body_B,const Transform& p_local_frame_B); //reference frame is A
virtual void cone_twist_joint_set_param(RID p_joint,ConeTwistJointParam p_param, float p_value);
virtual float cone_twist_joint_get_param(RID p_joint,ConeTwistJointParam p_param) const;
virtual void cone_twist_joint_set_param(RID p_joint,ConeTwistJointParam p_param, real_t p_value);
virtual real_t cone_twist_joint_get_param(RID p_joint,ConeTwistJointParam p_param) const;
virtual RID joint_create_generic_6dof(RID p_body_A,const Transform& p_local_frame_A,RID p_body_B,const Transform& p_local_frame_B); //reference frame is A
virtual void generic_6dof_joint_set_param(RID p_joint,Vector3::Axis,G6DOFJointAxisParam p_param, float p_value);
virtual float generic_6dof_joint_get_param(RID p_joint,Vector3::Axis,G6DOFJointAxisParam p_param);
virtual void generic_6dof_joint_set_param(RID p_joint,Vector3::Axis,G6DOFJointAxisParam p_param, real_t p_value);
virtual real_t generic_6dof_joint_get_param(RID p_joint,Vector3::Axis,G6DOFJointAxisParam p_param);
virtual void generic_6dof_joint_set_flag(RID p_joint,Vector3::Axis,G6DOFJointAxisFlag p_flag, bool p_enable);
virtual bool generic_6dof_joint_get_flag(RID p_joint,Vector3::Axis,G6DOFJointAxisFlag p_flag);
@ -281,7 +281,7 @@ public:
virtual void set_active(bool p_active);
virtual void init();
virtual void step(float p_step);
virtual void step(real_t p_step);
virtual void sync();
virtual void flush_queries();
virtual void finish();

View file

@ -125,7 +125,7 @@ bool PlaneShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end
return inters;
}
Vector3 PlaneShapeSW::get_moment_of_inertia(float p_mass) const {
Vector3 PlaneShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(); //wtf
}
@ -154,7 +154,7 @@ PlaneShapeSW::PlaneShapeSW() {
//
float RayShapeSW::get_length() const {
real_t RayShapeSW::get_length() const {
return length;
}
@ -196,12 +196,12 @@ bool RayShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,V
return false; //simply not possible
}
Vector3 RayShapeSW::get_moment_of_inertia(float p_mass) const {
Vector3 RayShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3();
}
void RayShapeSW::_setup(float p_length) {
void RayShapeSW::_setup(real_t p_length) {
length=p_length;
configure(Rect3(Vector3(0,0,0),Vector3(0.1,0.1,length)));
@ -234,11 +234,11 @@ real_t SphereShapeSW::get_radius() const {
void SphereShapeSW::project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const {
float d = p_normal.dot( p_transform.origin );
real_t d = p_normal.dot( p_transform.origin );
// figure out scale at point
Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
float scale = local_normal.length();
real_t scale = local_normal.length();
r_min = d - (radius) * scale;
r_max = d + (radius) * scale;
@ -261,9 +261,9 @@ bool SphereShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_en
return Geometry::segment_intersects_sphere(p_begin,p_end,Vector3(),radius,&r_result,&r_normal);
}
Vector3 SphereShapeSW::get_moment_of_inertia(float p_mass) const {
Vector3 SphereShapeSW::get_moment_of_inertia(real_t p_mass) const {
float s = 0.4 * p_mass * radius * radius;
real_t s = 0.4 * p_mass * radius * radius;
return Vector3(s,s,s);
}
@ -299,8 +299,8 @@ void BoxShapeSW::project_range(const Vector3& p_normal, const Transform& p_trans
// no matter the angle, the box is mirrored anyway
Vector3 local_normal=p_transform.basis.xform_inv(p_normal);
float length = local_normal.abs().dot(half_extents);
float distance = p_normal.dot( p_transform.origin );
real_t length = local_normal.abs().dot(half_extents);
real_t distance = p_normal.dot( p_transform.origin );
r_min = distance - length;
r_max = distance + length;
@ -329,7 +329,7 @@ void BoxShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_suppo
Vector3 axis;
axis[i]=1.0;
float dot = p_normal.dot( axis );
real_t dot = p_normal.dot( axis );
if ( Math::abs( dot ) > _FACE_IS_VALID_SUPPORT_TRESHOLD ) {
//Vector3 axis_b;
@ -343,7 +343,7 @@ void BoxShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_suppo
int i_n=next[i];
int i_n2=next2[i];
static const float sign[4][2]={
static const real_t sign[4][2]={
{-1.0, 1.0},
{ 1.0, 1.0},
@ -418,11 +418,11 @@ bool BoxShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,V
}
Vector3 BoxShapeSW::get_moment_of_inertia(float p_mass) const {
Vector3 BoxShapeSW::get_moment_of_inertia(real_t p_mass) const {
float lx=half_extents.x;
float ly=half_extents.y;
float lz=half_extents.z;
real_t lx=half_extents.x;
real_t ly=half_extents.y;
real_t lz=half_extents.z;
return Vector3( (p_mass/3.0) * (ly*ly + lz*lz), (p_mass/3.0) * (lx*lx + lz*lz), (p_mass/3.0) * (lx*lx + ly*ly) );
@ -460,7 +460,7 @@ BoxShapeSW::BoxShapeSW() {
void CapsuleShapeSW::project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const {
Vector3 n=p_transform.basis.xform_inv(p_normal).normalized();
float h = (n.z > 0) ? height : -height;
real_t h = (n.z > 0) ? height : -height;
n *= radius;
n.z += h * 0.5;
@ -471,8 +471,8 @@ void CapsuleShapeSW::project_range(const Vector3& p_normal, const Transform& p_t
n = p_transform.basis.xform(n);
float distance = p_normal.dot( p_transform.origin );
float length = Math::abs(p_normal.dot(n));
real_t distance = p_normal.dot( p_transform.origin );
real_t length = Math::abs(p_normal.dot(n));
r_min = distance - length;
r_max = distance + length;
@ -484,7 +484,7 @@ Vector3 CapsuleShapeSW::get_support(const Vector3& p_normal) const {
Vector3 n=p_normal;
float h = (n.z > 0) ? height : -height;
real_t h = (n.z > 0) ? height : -height;
n*=radius;
n.z += h*0.5;
@ -496,7 +496,7 @@ void CapsuleShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_s
Vector3 n=p_normal;
float d = n.z;
real_t d = n.z;
if (Math::abs( d )<_EDGE_IS_VALID_SUPPORT_TRESHOLD ) {
@ -513,7 +513,7 @@ void CapsuleShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_s
} else {
float h = (d > 0) ? height : -height;
real_t h = (d > 0) ? height : -height;
n*=radius;
n.z += h*0.5;
@ -528,7 +528,7 @@ void CapsuleShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_s
bool CapsuleShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const {
Vector3 norm=(p_end-p_begin).normalized();
float min_d=1e20;
real_t min_d=1e20;
Vector3 res,n;
@ -542,7 +542,7 @@ bool CapsuleShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_e
collided = Geometry::segment_intersects_cylinder(p_begin,p_end,height,radius,&auxres,&auxn);
if (collided) {
float d=norm.dot(auxres);
real_t d=norm.dot(auxres);
if (d<min_d) {
min_d=d;
res=auxres;
@ -554,7 +554,7 @@ bool CapsuleShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_e
collided = Geometry::segment_intersects_sphere(p_begin,p_end,Vector3(0,0,height*0.5),radius,&auxres,&auxn);
if (collided) {
float d=norm.dot(auxres);
real_t d=norm.dot(auxres);
if (d<min_d) {
min_d=d;
res=auxres;
@ -566,7 +566,7 @@ bool CapsuleShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_e
collided = Geometry::segment_intersects_sphere(p_begin,p_end,Vector3(0,0,height*-0.5),radius,&auxres,&auxn);
if (collided) {
float d=norm.dot(auxres);
real_t d=norm.dot(auxres);
if (d<min_d) {
min_d=d;
@ -584,7 +584,7 @@ bool CapsuleShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_e
return collision;
}
Vector3 CapsuleShapeSW::get_moment_of_inertia(float p_mass) const {
Vector3 CapsuleShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
Vector3 extents=get_aabb().size*0.5;
@ -647,7 +647,7 @@ void ConvexPolygonShapeSW::project_range(const Vector3& p_normal, const Transfor
for (int i=0;i<vertex_count;i++) {
float d=p_normal.dot( p_transform.xform( vrts[i] ) );
real_t d=p_normal.dot( p_transform.xform( vrts[i] ) );
if (i==0 || d > r_max)
r_max=d;
@ -661,7 +661,7 @@ Vector3 ConvexPolygonShapeSW::get_support(const Vector3& p_normal) const {
Vector3 n=p_normal;
int vert_support_idx=-1;
float support_max;
real_t support_max;
int vertex_count=mesh.vertices.size();
if (vertex_count==0)
@ -671,7 +671,7 @@ Vector3 ConvexPolygonShapeSW::get_support(const Vector3& p_normal) const {
for (int i=0;i<vertex_count;i++) {
float d=n.dot(vrts[i]);
real_t d=n.dot(vrts[i]);
if (i==0 || d > support_max) {
support_max=d;
@ -702,7 +702,7 @@ void ConvexPolygonShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector
for (int i=0;i<vc;i++) {
float d=p_normal.dot(vertices[i]);
real_t d=p_normal.dot(vertices[i]);
if (i==0 || d > max) {
max=d;
@ -742,7 +742,7 @@ void ConvexPolygonShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector
for(int i=0;i<ec;i++) {
float dot=(vertices[edges[i].a]-vertices[edges[i].b]).normalized().dot(p_normal);
real_t dot=(vertices[edges[i].a]-vertices[edges[i].b]).normalized().dot(p_normal);
dot=ABS(dot);
if (dot < _EDGE_IS_VALID_SUPPORT_TRESHOLD && (edges[i].a==vtx || edges[i].b==vtx)) {
@ -768,7 +768,7 @@ bool ConvexPolygonShapeSW::intersect_segment(const Vector3& p_begin,const Vector
const Vector3 *vertices = mesh.vertices.ptr();
Vector3 n = p_end-p_begin;
float min = 1e20;
real_t min = 1e20;
bool col=false;
for(int i=0;i<fc;i++) {
@ -784,7 +784,7 @@ bool ConvexPolygonShapeSW::intersect_segment(const Vector3& p_begin,const Vector
Face3 f(vertices[ind[0]],vertices[ind[j]],vertices[ind[j+1]]);
Vector3 result;
if (f.intersects_segment(p_begin,p_end,&result)) {
float d = n.dot(result);
real_t d = n.dot(result);
if (d<min) {
min=d;
r_result=result;
@ -802,7 +802,7 @@ bool ConvexPolygonShapeSW::intersect_segment(const Vector3& p_begin,const Vector
}
Vector3 ConvexPolygonShapeSW::get_moment_of_inertia(float p_mass) const {
Vector3 ConvexPolygonShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
Vector3 extents=get_aabb().size*0.5;
@ -859,7 +859,7 @@ void FaceShapeSW::project_range(const Vector3& p_normal, const Transform& p_tran
for (int i=0;i<3;i++) {
Vector3 v=p_transform.xform(vertex[i]);
float d=p_normal.dot(v);
real_t d=p_normal.dot(v);
if (i==0 || d > r_max)
r_max=d;
@ -873,11 +873,11 @@ Vector3 FaceShapeSW::get_support(const Vector3& p_normal) const {
int vert_support_idx=-1;
float support_max;
real_t support_max;
for (int i=0;i<3;i++) {
float d=p_normal.dot(vertex[i]);
real_t d=p_normal.dot(vertex[i]);
if (i==0 || d > support_max) {
support_max=d;
@ -907,11 +907,11 @@ void FaceShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supp
/** FIND SUPPORT VERTEX **/
int vert_support_idx=-1;
float support_max;
real_t support_max;
for (int i=0;i<3;i++) {
float d=n.dot(vertex[i]);
real_t d=n.dot(vertex[i]);
if (i==0 || d > support_max) {
support_max=d;
@ -928,7 +928,7 @@ void FaceShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supp
continue;
// check if edge is valid as a support
float dot=(vertex[i]-vertex[nx]).normalized().dot(n);
real_t dot=(vertex[i]-vertex[nx]).normalized().dot(n);
dot=ABS(dot);
if (dot < _EDGE_IS_VALID_SUPPORT_TRESHOLD) {
@ -957,7 +957,7 @@ bool FaceShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,
return c;
}
Vector3 FaceShapeSW::get_moment_of_inertia(float p_mass) const {
Vector3 FaceShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(); // Sorry, but i don't think anyone cares, FaceShape!
@ -1003,7 +1003,7 @@ void ConcavePolygonShapeSW::project_range(const Vector3& p_normal, const Transfo
for (int i=0;i<count;i++) {
float d=p_normal.dot( p_transform.xform( vptr[i] ) );
real_t d=p_normal.dot( p_transform.xform( vptr[i] ) );
if (i==0 || d > r_max)
r_max=d;
@ -1026,11 +1026,11 @@ Vector3 ConcavePolygonShapeSW::get_support(const Vector3& p_normal) const {
Vector3 n=p_normal;
int vert_support_idx=-1;
float support_max;
real_t support_max;
for (int i=0;i<count;i++) {
float d=n.dot(vptr[i]);
real_t d=n.dot(vptr[i]);
if (i==0 || d > support_max) {
support_max=d;
@ -1080,7 +1080,7 @@ void ConcavePolygonShapeSW::_cull_segment(int p_idx,_SegmentCullParams *p_params
&res)) {
float d=p_params->dir.dot(res) - p_params->dir.dot(p_params->from);
real_t d=p_params->dir.dot(res) - p_params->dir.dot(p_params->from);
//TODO, seems segmen/triangle intersection is broken :(
if (d>0 && d<p_params->min_d) {
@ -1206,7 +1206,7 @@ void ConcavePolygonShapeSW::cull(const Rect3& p_local_aabb,Callback p_callback,v
}
Vector3 ConcavePolygonShapeSW::get_moment_of_inertia(float p_mass) const {
Vector3 ConcavePolygonShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
Vector3 extents=get_aabb().size*0.5;
@ -1555,7 +1555,7 @@ ConcavePolygonShapeSW::ConcavePolygonShapeSW() {
/* HEIGHT MAP SHAPE */
PoolVector<float> HeightMapShapeSW::get_heights() const {
PoolVector<real_t> HeightMapShapeSW::get_heights() const {
return heights;
}
@ -1567,7 +1567,7 @@ int HeightMapShapeSW::get_depth() const {
return depth;
}
float HeightMapShapeSW::get_cell_size() const {
real_t HeightMapShapeSW::get_cell_size() const {
return cell_size;
}
@ -1602,7 +1602,7 @@ void HeightMapShapeSW::cull(const Rect3& p_local_aabb,Callback p_callback,void*
}
Vector3 HeightMapShapeSW::get_moment_of_inertia(float p_mass) const {
Vector3 HeightMapShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
@ -1631,7 +1631,7 @@ void HeightMapShapeSW::_setup(PoolVector<real_t> p_heights,int p_width,int p_dep
for(int j=0;j<width;j++) {
float h = r[i*width+j];
real_t h = r[i*width+j];
Vector3 pos( j*cell_size, h, i*cell_size );
if (i==0 || j==0)
@ -1657,8 +1657,8 @@ void HeightMapShapeSW::set_data(const Variant& p_data) {
int width=d["width"];
int depth=d["depth"];
float cell_size=d["cell_size"];
PoolVector<float> heights=d["heights"];
real_t cell_size=d["cell_size"];
PoolVector<real_t> heights=d["heights"];
ERR_FAIL_COND( width<= 0);
ERR_FAIL_COND( depth<= 0);

View file

@ -35,8 +35,8 @@
/*
SHAPE_LINE, ///< plane:"plane"
SHAPE_SEGMENT, ///< float:"length"
SHAPE_CIRCLE, ///< float:"radius"
SHAPE_SEGMENT, ///< real_t:"length"
SHAPE_CIRCLE, ///< real_t:"radius"
SHAPE_RECTANGLE, ///< vec3:"extents"
SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
SHAPE_CONCAVE_POLYGON, ///< Vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array)
@ -90,7 +90,7 @@ public:
virtual void get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const=0;
virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const=0;
virtual Vector3 get_moment_of_inertia(float p_mass) const=0;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const=0;
virtual void set_data(const Variant& p_data)=0;
virtual Variant get_data() const=0;
@ -138,7 +138,7 @@ public:
virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
virtual Vector3 get_moment_of_inertia(float p_mass) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -148,12 +148,12 @@ public:
class RayShapeSW : public ShapeSW {
float length;
real_t length;
void _setup(float p_length);
void _setup(real_t p_length);
public:
float get_length() const;
real_t get_length() const;
virtual real_t get_area() const { return 0.0; }
virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_RAY; }
@ -163,7 +163,7 @@ public:
virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
virtual Vector3 get_moment_of_inertia(float p_mass) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -189,7 +189,7 @@ public:
virtual void get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const;
virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
virtual Vector3 get_moment_of_inertia(float p_mass) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -213,7 +213,7 @@ public:
virtual void get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const;
virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
virtual Vector3 get_moment_of_inertia(float p_mass) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -242,7 +242,7 @@ public:
virtual void get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const;
virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
virtual Vector3 get_moment_of_inertia(float p_mass) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -266,7 +266,7 @@ public:
virtual void get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const;
virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
virtual Vector3 get_moment_of_inertia(float p_mass) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -349,7 +349,7 @@ public:
virtual void cull(const Rect3& p_local_aabb,Callback p_callback,void* p_userdata) const;
virtual Vector3 get_moment_of_inertia(float p_mass) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -364,18 +364,18 @@ struct HeightMapShapeSW : public ConcaveShapeSW {
PoolVector<real_t> heights;
int width;
int depth;
float cell_size;
real_t cell_size;
//void _cull_segment(int p_idx,_SegmentCullParams *p_params) const;
//void _cull(int p_idx,_CullParams *p_params) const;
void _setup(PoolVector<float> p_heights,int p_width,int p_depth,float p_cell_size);
void _setup(PoolVector<real_t> p_heights,int p_width,int p_depth,real_t p_cell_size);
public:
PoolVector<real_t> get_heights() const;
int get_width() const;
int get_depth() const;
float get_cell_size() const;
real_t get_cell_size() const;
virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_HEIGHTMAP; }
@ -385,7 +385,7 @@ public:
virtual void cull(const Rect3& p_local_aabb,Callback p_callback,void* p_userdata) const;
virtual Vector3 get_moment_of_inertia(float p_mass) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -409,7 +409,7 @@ struct FaceShapeSW : public ShapeSW {
virtual void get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const;
bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
Vector3 get_moment_of_inertia(float p_mass) const;
Vector3 get_moment_of_inertia(real_t p_mass) const;
virtual void set_data(const Variant& p_data) {}
virtual Variant get_data() const { return Variant(); }
@ -450,7 +450,7 @@ struct MotionShapeSW : public ShapeSW {
virtual void get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const { r_amount=0; }
bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const { return false; }
Vector3 get_moment_of_inertia(float p_mass) const { return Vector3(); }
Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); }
virtual void set_data(const Variant& p_data) {}
virtual Variant get_data() const { return Variant(); }

View file

@ -138,7 +138,7 @@ bool PhysicsDirectSpaceStateSW::intersect_ray(const Vector3& p_from, const Vecto
}
int PhysicsDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Transform& p_xform,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) {
int PhysicsDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Transform& p_xform,real_t 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;
@ -193,7 +193,7 @@ int PhysicsDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Transfo
}
bool PhysicsDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform& p_xform,const Vector3& 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,ShapeRestInfo *r_info) {
bool PhysicsDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform& p_xform,const Vector3& p_motion,real_t p_margin,real_t &p_closest_safe,real_t &p_closest_unsafe, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask,ShapeRestInfo *r_info) {
@ -211,8 +211,8 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform&
int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,SpaceSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);
float best_safe=1;
float best_unsafe=1;
real_t best_safe=1;
real_t best_unsafe=1;
Transform xform_inv = p_xform.affine_inverse();
MotionShapeSW mshape;
@ -264,13 +264,13 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform&
//just do kinematic solving
float low=0;
float hi=1;
real_t low=0;
real_t hi=1;
Vector3 mnormal=p_motion.normalized();
for(int i=0;i<8;i++) { //steps should be customizable..
float ofs = (low+hi)*0.5;
real_t ofs = (low+hi)*0.5;
Vector3 sep=mnormal; //important optimization for this to work fast enough
@ -323,7 +323,7 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform&
return true;
}
bool PhysicsDirectSpaceStateSW::collide_shape(RID p_shape, const Transform& p_shape_xform,float p_margin,Vector3 *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){
bool PhysicsDirectSpaceStateSW::collide_shape(RID p_shape, const Transform& p_shape_xform,real_t p_margin,Vector3 *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)
return 0;
@ -388,7 +388,7 @@ struct _RestCallbackData {
int best_shape;
Vector3 best_contact;
Vector3 best_normal;
float best_len;
real_t best_len;
};
static void _rest_cbk_result(const Vector3& p_point_A,const Vector3& p_point_B,void *p_userdata) {
@ -397,7 +397,7 @@ static void _rest_cbk_result(const Vector3& p_point_A,const Vector3& p_point_B,v
_RestCallbackData *rd=(_RestCallbackData*)p_userdata;
Vector3 contact_rel = p_point_B - p_point_A;
float len = contact_rel.length();
real_t len = contact_rel.length();
if (len <= rd->best_len)
return;
@ -408,7 +408,7 @@ static void _rest_cbk_result(const Vector3& p_point_A,const Vector3& p_point_B,v
rd->best_shape=rd->shape;
}
bool PhysicsDirectSpaceStateSW::rest_info(RID p_shape, const Transform& p_shape_xform,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {
bool PhysicsDirectSpaceStateSW::rest_info(RID p_shape, const Transform& p_shape_xform,real_t p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {
ShapeSW *shape = static_cast<PhysicsServerSW*>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);

View file

@ -48,10 +48,10 @@ public:
SpaceSW *space;
virtual bool intersect_ray(const Vector3& p_from, const Vector3& 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,bool p_pick_ray=false);
virtual int intersect_shape(const RID& p_shape, const Transform& p_xform,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 Transform& p_xform,const Vector3& 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,ShapeRestInfo *r_info=NULL);
virtual bool collide_shape(RID p_shape, const Transform& p_shape_xform,float p_margin,Vector3 *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 Transform& p_shape_xform,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);
virtual int intersect_shape(const RID& p_shape, const Transform& p_xform,real_t 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 Transform& p_xform,const Vector3& p_motion,real_t p_margin,real_t &p_closest_safe,real_t &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,ShapeRestInfo *r_info=NULL);
virtual bool collide_shape(RID p_shape, const Transform& p_shape_xform,real_t p_margin,Vector3 *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 Transform& p_shape_xform,real_t 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);
PhysicsDirectSpaceStateSW();
};
@ -105,10 +105,10 @@ private:
CollisionObjectSW *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
float body_linear_velocity_sleep_threshold;
float body_angular_velocity_sleep_threshold;
float body_time_to_sleep;
float body_angular_velocity_damp_ratio;
real_t body_linear_velocity_sleep_threshold;
real_t body_angular_velocity_sleep_threshold;
real_t body_time_to_sleep;
real_t body_angular_velocity_damp_ratio;
bool locked;

View file

@ -58,7 +58,7 @@ void StepSW::_populate_island(BodySW* p_body,BodySW** p_island,ConstraintSW **p_
}
}
void StepSW::_setup_island(ConstraintSW *p_island,float p_delta) {
void StepSW::_setup_island(ConstraintSW *p_island,real_t p_delta) {
ConstraintSW *ci=p_island;
while(ci) {
@ -68,7 +68,7 @@ void StepSW::_setup_island(ConstraintSW *p_island,float p_delta) {
}
}
void StepSW::_solve_island(ConstraintSW *p_island,int p_iterations,float p_delta){
void StepSW::_solve_island(ConstraintSW *p_island,int p_iterations,real_t p_delta){
int at_priority=1;
@ -107,7 +107,7 @@ void StepSW::_solve_island(ConstraintSW *p_island,int p_iterations,float p_delta
}
void StepSW::_check_suspend(BodySW *p_island,float p_delta) {
void StepSW::_check_suspend(BodySW *p_island,real_t p_delta) {
bool can_sleep=true;
@ -145,7 +145,7 @@ void StepSW::_check_suspend(BodySW *p_island,float p_delta) {
}
}
void StepSW::step(SpaceSW* p_space,float p_delta,int p_iterations) {
void StepSW::step(SpaceSW* p_space,real_t p_delta,int p_iterations) {
p_space->lock(); // can't access space during this

View file

@ -36,12 +36,12 @@ class StepSW {
uint64_t _step;
void _populate_island(BodySW* p_body,BodySW** p_island,ConstraintSW **p_constraint_island);
void _setup_island(ConstraintSW *p_island,float p_delta);
void _solve_island(ConstraintSW *p_island,int p_iterations,float p_delta);
void _check_suspend(BodySW *p_island,float p_delta);
void _setup_island(ConstraintSW *p_island,real_t p_delta);
void _solve_island(ConstraintSW *p_island,int p_iterations,real_t p_delta);
void _check_suspend(BodySW *p_island,real_t p_delta);
public:
void step(SpaceSW* p_space,float p_delta,int p_iterations);
void step(SpaceSW* p_space,real_t p_delta,int p_iterations);
StepSW();
};

View file

@ -43,13 +43,13 @@ class Area2DSW : public CollisionObject2DSW{
Physics2DServer::AreaSpaceOverrideMode space_override_mode;
float gravity;
real_t gravity;
Vector2 gravity_vector;
bool gravity_is_point;
float gravity_distance_scale;
float point_attenuation;
float linear_damp;
float angular_damp;
real_t gravity_distance_scale;
real_t point_attenuation;
real_t linear_damp;
real_t angular_damp;
int priority;
bool monitorable;
@ -131,8 +131,8 @@ public:
void set_space_override_mode(Physics2DServer::AreaSpaceOverrideMode p_mode);
Physics2DServer::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; }
_FORCE_INLINE_ void set_gravity(float p_gravity) { gravity=p_gravity; }
_FORCE_INLINE_ float get_gravity() const { return gravity; }
_FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity=p_gravity; }
_FORCE_INLINE_ real_t get_gravity() const { return gravity; }
_FORCE_INLINE_ void set_gravity_vector(const Vector2& p_gravity) { gravity_vector=p_gravity; }
_FORCE_INLINE_ Vector2 get_gravity_vector() const { return gravity_vector; }
@ -140,17 +140,17 @@ public:
_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point=p_enable; }
_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
_FORCE_INLINE_ void set_gravity_distance_scale(float scale) { gravity_distance_scale=scale; }
_FORCE_INLINE_ float get_gravity_distance_scale() const { return gravity_distance_scale; }
_FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale=scale; }
_FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; }
_FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
_FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation=p_point_attenuation; }
_FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; }
_FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; }
_FORCE_INLINE_ float get_linear_damp() const { return linear_damp; }
_FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp=p_linear_damp; }
_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
_FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; }
_FORCE_INLINE_ float get_angular_damp() const { return angular_damp; }
_FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp=p_angular_damp; }
_FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
_FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }

View file

@ -30,7 +30,7 @@
#include "collision_solver_2d_sw.h"
bool AreaPair2DSW::setup(float p_step) {
bool AreaPair2DSW::setup(real_t p_step) {
bool result = area->test_collision_mask(body) && CollisionSolver2DSW::solve(body->get_shape(body_shape),body->get_transform() * body->get_shape_transform(body_shape),Vector2(),area->get_shape(area_shape),area->get_transform() * area->get_shape_transform(area_shape),Vector2(),NULL,this);
@ -59,7 +59,7 @@ bool AreaPair2DSW::setup(float p_step) {
return false; //never do any post solving
}
void AreaPair2DSW::solve(float p_step) {
void AreaPair2DSW::solve(real_t p_step) {
}
@ -100,7 +100,7 @@ AreaPair2DSW::~AreaPair2DSW() {
bool Area2Pair2DSW::setup(float p_step) {
bool Area2Pair2DSW::setup(real_t p_step) {
bool result = area_a->test_collision_mask(area_b) && CollisionSolver2DSW::solve(area_a->get_shape(shape_a),area_a->get_transform() * area_a->get_shape_transform(shape_a),Vector2(),area_b->get_shape(shape_b),area_b->get_transform() * area_b->get_shape_transform(shape_b),Vector2(),NULL,this);
@ -130,7 +130,7 @@ bool Area2Pair2DSW::setup(float p_step) {
return false; //never do any post solving
}
void Area2Pair2DSW::solve(float p_step) {
void Area2Pair2DSW::solve(real_t p_step) {
}

View file

@ -42,8 +42,8 @@ class AreaPair2DSW : public Constraint2DSW {
bool colliding;
public:
bool setup(float p_step);
void solve(float p_step);
bool setup(real_t p_step);
void solve(real_t p_step);
AreaPair2DSW(Body2DSW *p_body,int p_body_shape, Area2DSW *p_area,int p_area_shape);
~AreaPair2DSW();
@ -59,8 +59,8 @@ class Area2Pair2DSW : public Constraint2DSW {
bool colliding;
public:
bool setup(float p_step);
void solve(float p_step);
bool setup(real_t p_step);
void solve(real_t p_step);
Area2Pair2DSW(Area2DSW *p_area_a,int p_shape_a, Area2DSW *p_area_b,int p_shape_b);
~Area2Pair2DSW();

View file

@ -51,7 +51,7 @@ void Body2DSW::update_inertias() {
if(user_inertia) break;
//update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
float total_area=0;
real_t total_area=0;
for (int i=0;i<get_shape_count();i++) {
@ -64,9 +64,9 @@ void Body2DSW::update_inertias() {
const Shape2DSW* shape=get_shape(i);
float area=get_shape_aabb(i).get_area();
real_t area=get_shape_aabb(i).get_area();
float mass = area * this->mass / total_area;
real_t mass = area * this->mass / total_area;
Transform2D mtx = get_shape_transform(i);
Vector2 scale = mtx.get_scale();
@ -142,7 +142,7 @@ void Body2DSW::set_active(bool p_active) {
void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value) {
void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, real_t p_value) {
switch(p_param) {
case Physics2DServer::BODY_PARAM_BOUNCE: {
@ -183,7 +183,7 @@ void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value)
}
}
float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
real_t Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
switch(p_param) {
case Physics2DServer::BODY_PARAM_BOUNCE: {

View file

@ -69,7 +69,7 @@ class Body2DSW : public CollisionObject2DSW {
real_t applied_torque;
Vector2 one_way_collision_direction;
float one_way_collision_max_depth;
real_t one_way_collision_max_depth;
SelfList<Body2DSW> active_list;
@ -109,7 +109,7 @@ class Body2DSW : public CollisionObject2DSW {
Vector2 local_pos;
Vector2 local_normal;
float depth;
real_t depth;
int local_shape;
Vector2 collider_pos;
int collider_shape;
@ -168,7 +168,7 @@ public:
_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 Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos);
_FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, real_t p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos);
_FORCE_INLINE_ void add_exception(const RID& p_exception) { exceptions.insert(p_exception);}
@ -229,8 +229,8 @@ public:
void set_param(Physics2DServer::BodyParameter p_param, float);
float get_param(Physics2DServer::BodyParameter p_param) const;
void set_param(Physics2DServer::BodyParameter p_param, real_t);
real_t get_param(Physics2DServer::BodyParameter p_param) const;
void set_mode(Physics2DServer::BodyMode p_mode);
Physics2DServer::BodyMode get_mode() const;
@ -259,8 +259,8 @@ public:
}
Vector2 get_one_way_collision_direction() const { return one_way_collision_direction; }
void set_one_way_collision_max_depth(float p_depth) { one_way_collision_max_depth=p_depth; }
float get_one_way_collision_max_depth() const { return one_way_collision_max_depth; }
void set_one_way_collision_max_depth(real_t p_depth) { one_way_collision_max_depth=p_depth; }
real_t get_one_way_collision_max_depth() const { return one_way_collision_max_depth; }
_FORCE_INLINE_ bool is_using_one_way_collision() const { return using_one_way_cache; }
@ -303,7 +303,7 @@ public:
//add contact inline
void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos) {
void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, real_t p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos) {
int c_max=contacts.size();
@ -319,7 +319,7 @@ void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_nor
idx=contact_count++;
} else {
float least_depth=1e20;
real_t least_depth=1e20;
int least_deep=-1;
for(int i=0;i<c_max;i++) {
@ -361,10 +361,10 @@ public:
real_t step;
virtual Vector2 get_total_gravity() const { return body->gravity; } // get gravity vector working on this body space/area
virtual float get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area
virtual float get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area
virtual real_t get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area
virtual real_t get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area
virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
virtual real_t get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
virtual void set_linear_velocity(const Vector2& p_velocity) { body->set_linear_velocity(p_velocity); }

View file

@ -99,7 +99,7 @@ void BodyPair2DSW::_contact_added_callback(const Vector2& p_point_A,const Vector
Vector2 global_B = B->get_transform().basis_xform(c.local_B)+offset_B;
Vector2 axis = global_A - global_B;
float depth = axis.dot( c.normal );
real_t depth = axis.dot( c.normal );
if (depth<min_depth) {
@ -149,7 +149,7 @@ void BodyPair2DSW::_validate_contacts() {
Vector2 global_A = A->get_transform().basis_xform(c.local_A);
Vector2 global_B = B->get_transform().basis_xform(c.local_B)+offset_B;
Vector2 axis = global_A - global_B;
float depth = axis.dot( c.normal );
real_t depth = axis.dot( c.normal );
@ -175,7 +175,7 @@ void BodyPair2DSW::_validate_contacts() {
}
bool BodyPair2DSW::_test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Transform2D& p_xform_A,Body2DSW *p_B, int p_shape_B,const Transform2D& p_xform_B,bool p_swap_result) {
bool BodyPair2DSW::_test_ccd(real_t p_step,Body2DSW *p_A, int p_shape_A,const Transform2D& p_xform_A,Body2DSW *p_B, int p_shape_B,const Transform2D& p_xform_B,bool p_swap_result) {
@ -230,7 +230,7 @@ bool BodyPair2DSW::_test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Tra
return true;
}
bool BodyPair2DSW::setup(float p_step) {
bool BodyPair2DSW::setup(real_t p_step) {
//cannot collide
@ -343,7 +343,7 @@ bool BodyPair2DSW::setup(float p_step) {
real_t max_penetration = space->get_contact_max_allowed_penetration();
float bias = 0.3f;
real_t bias = 0.3;
if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
if (shape_A_ptr->get_custom_bias()==0)
@ -464,7 +464,7 @@ bool BodyPair2DSW::setup(float p_step) {
return do_process;
}
void BodyPair2DSW::solve(float p_step) {
void BodyPair2DSW::solve(real_t p_step) {
if (!collided)
return;

View file

@ -66,7 +66,7 @@ class BodyPair2DSW : public Constraint2DSW {
bool active;
Vector2 rA,rB;
bool reused;
float bounce;
real_t bounce;
};
@ -80,15 +80,15 @@ class BodyPair2DSW : public Constraint2DSW {
int cc;
bool _test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Transform2D& p_xform_A,Body2DSW *p_B, int p_shape_B,const Transform2D& p_xform_B,bool p_swap_result=false);
bool _test_ccd(real_t p_step,Body2DSW *p_A, int p_shape_A,const Transform2D& p_xform_A,Body2DSW *p_B, int p_shape_B,const Transform2D& p_xform_B,bool p_swap_result=false);
void _validate_contacts();
static void _add_contact(const Vector2& p_point_A,const Vector2& p_point_B,void *p_self);
_FORCE_INLINE_ void _contact_added_callback(const Vector2& p_point_A,const Vector2& p_point_B);
public:
bool setup(float p_step);
void solve(float p_step);
bool setup(real_t p_step);
void solve(real_t p_step);
BodyPair2DSW(Body2DSW *p_A, int p_shape_A,Body2DSW *p_B, int p_shape_B);
~BodyPair2DSW();

View file

@ -81,7 +81,7 @@ _FORCE_INLINE_ static void _generate_contacts_point_edge(const Vector2 * p_point
struct _generate_contacts_Pair {
bool a;
int idx;
float d;
real_t d;
_FORCE_INLINE_ bool operator <(const _generate_contacts_Pair& l) const { return d< l.d; }
};
@ -108,7 +108,7 @@ _FORCE_INLINE_ static void _generate_contacts_edge_edge(const Vector2 * p_points
SWAP(pA[0],pA[1]);
}
float dB[2]={t.dot(p_points_B[0]),t.dot(p_points_B[1])};
real_t dB[2]={t.dot(p_points_B[0]),t.dot(p_points_B[1])};
Vector2 pB[2]={p_points_B[0],p_points_B[1]};
if (dB[0]>dB[1]) {
SWAP(dB[0],dB[1]);
@ -265,10 +265,10 @@ _FORCE_INLINE_ static void _generate_contacts_edge_edge(const Vector2 * p_points
Vector2 base_B = p_points_B[0] - axis * axis.dot(p_points_B[0]);
//sort all 4 points in axis
float dvec[4]={ axis.dot(p_points_A[0]), axis.dot(p_points_A[1]), axis.dot(p_points_B[0]), axis.dot(p_points_B[1]) };
real_t dvec[4]={ axis.dot(p_points_A[0]), axis.dot(p_points_A[1]), axis.dot(p_points_B[0]), axis.dot(p_points_B[1]) };
//todo , find max/min and then use 2 central points
SortArray<float> sa;
SortArray<real_t> sa;
sa.sort(dvec,4);
//use the middle ones as contacts
@ -596,11 +596,11 @@ public:
(castA && castB && !separator.test_axis(((m_a)+p_motion_a-((m_b)+p_motion_b)).normalized())) )
typedef void (*CollisionFunc)(const Shape2DSW*,const Transform2D&,const Shape2DSW*,const Transform2D&,_CollectorCallback2D *p_collector,const Vector2&,const Vector2&,float,float);
typedef void (*CollisionFunc)(const Shape2DSW*,const Transform2D&,const Shape2DSW*,const Transform2D&,_CollectorCallback2D *p_collector,const Vector2&,const Vector2&,real_t,real_t);
template<bool castA, bool castB,bool withMargin>
static void _collision_segment_segment(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_segment_segment(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a);
const SegmentShape2DSW *segment_B = static_cast<const SegmentShape2DSW*>(p_b);
@ -645,7 +645,7 @@ static void _collision_segment_segment(const Shape2DSW* p_a,const Transform2D& p
}
template<bool castA, bool castB,bool withMargin>
static void _collision_segment_circle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_segment_circle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a);
@ -678,7 +678,7 @@ static void _collision_segment_circle(const Shape2DSW* p_a,const Transform2D& p_
}
template<bool castA, bool castB,bool withMargin>
static void _collision_segment_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_segment_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a);
const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW*>(p_b);
@ -743,7 +743,7 @@ static void _collision_segment_rectangle(const Shape2DSW* p_a,const Transform2D&
}
template<bool castA, bool castB,bool withMargin>
static void _collision_segment_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_segment_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a);
const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW*>(p_b);
@ -775,7 +775,7 @@ static void _collision_segment_capsule(const Shape2DSW* p_a,const Transform2D& p
}
template<bool castA, bool castB,bool withMargin>
static void _collision_segment_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_segment_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW*>(p_a);
const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW*>(p_b);
@ -815,7 +815,7 @@ static void _collision_segment_convex_polygon(const Shape2DSW* p_a,const Transfo
/////////
template<bool castA, bool castB,bool withMargin>
static void _collision_circle_circle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_circle_circle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW*>(p_a);
const CircleShape2DSW *circle_B = static_cast<const CircleShape2DSW*>(p_b);
@ -838,7 +838,7 @@ static void _collision_circle_circle(const Shape2DSW* p_a,const Transform2D& p_t
}
template<bool castA, bool castB,bool withMargin>
static void _collision_circle_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_circle_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW*>(p_a);
const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW*>(p_b);
@ -894,7 +894,7 @@ static void _collision_circle_rectangle(const Shape2DSW* p_a,const Transform2D&
}
template<bool castA, bool castB,bool withMargin>
static void _collision_circle_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_circle_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW*>(p_a);
const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW*>(p_b);
@ -924,7 +924,7 @@ static void _collision_circle_capsule(const Shape2DSW* p_a,const Transform2D& p_
}
template<bool castA, bool castB,bool withMargin>
static void _collision_circle_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_circle_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW*>(p_a);
const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW*>(p_b);
@ -956,7 +956,7 @@ static void _collision_circle_convex_polygon(const Shape2DSW* p_a,const Transfor
/////////
template<bool castA, bool castB,bool withMargin>
static void _collision_rectangle_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_rectangle_rectangle(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW*>(p_a);
const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW*>(p_b);
@ -1027,7 +1027,7 @@ static void _collision_rectangle_rectangle(const Shape2DSW* p_a,const Transform2
}
template<bool castA, bool castB,bool withMargin>
static void _collision_rectangle_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_rectangle_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW*>(p_a);
const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW*>(p_b);
@ -1100,7 +1100,7 @@ static void _collision_rectangle_capsule(const Shape2DSW* p_a,const Transform2D&
}
template<bool castA, bool castB,bool withMargin>
static void _collision_rectangle_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_rectangle_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW*>(p_a);
const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW*>(p_b);
@ -1162,7 +1162,7 @@ static void _collision_rectangle_convex_polygon(const Shape2DSW* p_a,const Trans
/////////
template<bool castA, bool castB,bool withMargin>
static void _collision_capsule_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_capsule_capsule(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW*>(p_a);
const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW*>(p_b);
@ -1205,7 +1205,7 @@ static void _collision_capsule_capsule(const Shape2DSW* p_a,const Transform2D& p
}
template<bool castA, bool castB,bool withMargin>
static void _collision_capsule_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_capsule_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW*>(p_a);
const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW*>(p_b);
@ -1251,7 +1251,7 @@ static void _collision_capsule_convex_polygon(const Shape2DSW* p_a,const Transfo
template<bool castA, bool castB,bool withMargin>
static void _collision_convex_polygon_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,float p_margin_A,float p_margin_B) {
static void _collision_convex_polygon_convex_polygon(const Shape2DSW* p_a,const Transform2D& p_transform_a,const Shape2DSW* p_b,const Transform2D& p_transform_b,_CollectorCallback2D *p_collector,const Vector2& p_motion_a,const Vector2& p_motion_b,real_t p_margin_A,real_t p_margin_B) {
const ConvexPolygonShape2DSW *convex_A = static_cast<const ConvexPolygonShape2DSW*>(p_a);
@ -1298,7 +1298,7 @@ static void _collision_convex_polygon_convex_polygon(const Shape2DSW* p_a,const
////////
bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D& p_transform_A, const Vector2& p_motion_A, const Shape2DSW *p_shape_B, const Transform2D& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap,Vector2 *sep_axis,float p_margin_A,float p_margin_B) {
bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D& p_transform_A, const Vector2& p_motion_A, const Shape2DSW *p_shape_B, const Transform2D& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap,Vector2 *sep_axis,real_t p_margin_A,real_t p_margin_B) {
Physics2DServer::ShapeType type_A=p_shape_A->get_type();

View file

@ -32,6 +32,6 @@
#include "collision_solver_2d_sw.h"
bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D& p_transform_A, const Vector2& p_motion_A,const Shape2DSW *p_shape_B, const Transform2D& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D& p_transform_A, const Vector2& p_motion_A,const Shape2DSW *p_shape_B, const Transform2D& p_transform_B,const Vector2& p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector2 *sep_axis=NULL,real_t p_margin_A=0,real_t p_margin_B=0);
#endif // COLLISION_SOLVER_2D_SAT_H

View file

@ -181,7 +181,7 @@ void CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex
}
bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis,float p_margin_A,float p_margin_B) {
bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis,real_t p_margin_A,real_t p_margin_B) {
const ConcaveShape2DSW *concave_B=static_cast<const ConcaveShape2DSW*>(p_shape_B);
@ -211,10 +211,10 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Transfo
for(int i=0;i<2;i++) {
Vector2 axis( p_transform_B.elements[i] );
float axis_scale = 1.0/axis.length();
real_t axis_scale = 1.0/axis.length();
axis*=axis_scale;
float smin,smax;
real_t smin,smax;
p_shape_A->project_rangev(axis,rel_transform,smin,smax);
smin*=axis_scale;
smax*=axis_scale;
@ -231,7 +231,7 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Transfo
}
bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis,float p_margin_A,float p_margin_B) {
bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis,real_t p_margin_A,real_t p_margin_B) {

View file

@ -37,14 +37,14 @@ public:
private:
static bool solve_static_line(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result);
static void concave_callback(void *p_userdata, Shape2DSW *p_convex);
static bool solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
static bool solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL,real_t p_margin_A=0,real_t p_margin_B=0);
static bool solve_raycast(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis=NULL);
public:
static bool solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis=NULL,float p_margin_A=0,float p_margin_B=0);
static bool solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis=NULL,real_t p_margin_A=0,real_t p_margin_B=0);
};

View file

@ -63,8 +63,8 @@ public:
_FORCE_INLINE_ int get_body_count() const { return _body_count; }
virtual bool setup(float p_step)=0;
virtual void solve(float p_step)=0;
virtual bool setup(real_t p_step)=0;
virtual void solve(real_t p_step)=0;
virtual ~Constraint2DSW() {}
};

View file

@ -91,7 +91,7 @@ normal_relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB, Vecto
#if 0
bool PinJoint2DSW::setup(float p_step) {
bool PinJoint2DSW::setup(real_t p_step) {
Space2DSW *space = A->get_space();
ERR_FAIL_COND_V(!space,false;)
@ -136,7 +136,7 @@ bool PinJoint2DSW::setup(float p_step) {
void PinJoint2DSW::solve(float p_step){
void PinJoint2DSW::solve(real_t p_step){
if (!correct)
return;
@ -189,7 +189,7 @@ PinJoint2DSW::~PinJoint2DSW() {
#else
bool PinJoint2DSW::setup(float p_step) {
bool PinJoint2DSW::setup(real_t p_step) {
Space2DSW *space = A->get_space();
ERR_FAIL_COND_V(!space,false;)
@ -257,7 +257,7 @@ bool PinJoint2DSW::setup(float p_step) {
return true;
}
void PinJoint2DSW::solve(float p_step){
void PinJoint2DSW::solve(real_t p_step){
// compute relative velocity
@ -370,7 +370,7 @@ mult_k(const Vector2& vr, const Vector2 &k1, const Vector2 &k2)
return Vector2(vr.dot(k1), vr.dot(k2));
}
bool GrooveJoint2DSW::setup(float p_step) {
bool GrooveJoint2DSW::setup(real_t p_step) {
// calculate endpoints in worldspace
@ -412,7 +412,7 @@ bool GrooveJoint2DSW::setup(float p_step) {
Vector2 delta = (B->get_transform().get_origin() +rB) - (A->get_transform().get_origin() + rA);
float _b = get_bias();
real_t _b = get_bias();
_b=0.001;
gbias=(delta*-(_b==0?space->get_constraint_bias():_b)*(1.0/p_step)).clamped(get_max_bias());
@ -424,7 +424,7 @@ bool GrooveJoint2DSW::setup(float p_step) {
return true;
}
void GrooveJoint2DSW::solve(float p_step){
void GrooveJoint2DSW::solve(real_t p_step){
// compute impulse
@ -470,7 +470,7 @@ GrooveJoint2DSW::~GrooveJoint2DSW() {
//////////////////////////////////////////////
bool DampedSpringJoint2DSW::setup(float p_step) {
bool DampedSpringJoint2DSW::setup(real_t p_step) {
rA = A->get_transform().basis_xform(anchor_A);
rB = B->get_transform().basis_xform(anchor_B);
@ -500,7 +500,7 @@ bool DampedSpringJoint2DSW::setup(float p_step) {
return true;
}
void DampedSpringJoint2DSW::solve(float p_step) {
void DampedSpringJoint2DSW::solve(real_t p_step) {
// compute relative velocity
real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn;

View file

@ -85,8 +85,8 @@ public:
virtual Physics2DServer::JointType get_type() const { return Physics2DServer::JOINT_PIN; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
virtual bool setup(real_t p_step);
virtual void solve(real_t p_step);
PinJoint2DSW(const Vector2& p_pos,Body2DSW* p_body_a,Body2DSW* p_body_b=NULL);
@ -118,8 +118,8 @@ public:
virtual Physics2DServer::JointType get_type() const { return Physics2DServer::JOINT_PIN; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
virtual bool setup(real_t p_step);
virtual void solve(real_t p_step);
void set_param(Physics2DServer::PinJointParam p_param, real_t p_value);
real_t get_param(Physics2DServer::PinJointParam p_param) const;
@ -160,8 +160,8 @@ public:
virtual Physics2DServer::JointType get_type() const { return Physics2DServer::JOINT_GROOVE; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
virtual bool setup(real_t p_step);
virtual void solve(real_t p_step);
GrooveJoint2DSW(const Vector2& p_a_groove1,const Vector2& p_a_groove2, const Vector2& p_b_anchor, Body2DSW* p_body_a,Body2DSW* p_body_b);
@ -198,8 +198,8 @@ public:
virtual Physics2DServer::JointType get_type() const { return Physics2DServer::JOINT_DAMPED_SPRING; }
virtual bool setup(float p_step);
virtual void solve(float p_step);
virtual bool setup(real_t p_step);
virtual void solve(real_t p_step);
void set_param(Physics2DServer::DampedStringParam p_param, real_t p_value);
real_t get_param(Physics2DServer::DampedStringParam p_param) const;

View file

@ -158,11 +158,11 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p
if (cbk->amount == cbk->max) {
//find least deep
float min_depth=1e20;
real_t min_depth=1e20;
int min_depth_idx=0;
for(int i=0;i<cbk->amount;i++) {
float d = cbk->ptr[i*2+0].distance_squared_to(cbk->ptr[i*2+1]);
real_t d = cbk->ptr[i*2+0].distance_squared_to(cbk->ptr[i*2+1]);
if (d<min_depth) {
min_depth=d;
min_depth_idx=i;
@ -170,7 +170,7 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p
}
float d = p_point_A.distance_squared_to(p_point_B);
real_t d = p_point_A.distance_squared_to(p_point_B);
if (d<min_depth)
return;
cbk->ptr[min_depth_idx*2+0]=p_point_A;
@ -785,7 +785,7 @@ uint32_t Physics2DServerSW::body_get_collision_mask(RID p_body) const {
return body->get_collision_mask();
};
void Physics2DServerSW::body_set_param(RID p_body, BodyParameter p_param, float p_value) {
void Physics2DServerSW::body_set_param(RID p_body, BodyParameter p_param, real_t p_value) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
@ -793,7 +793,7 @@ void Physics2DServerSW::body_set_param(RID p_body, BodyParameter p_param, float
body->set_param(p_param,p_value);
};
float Physics2DServerSW::body_get_param(RID p_body, BodyParameter p_param) const {
real_t Physics2DServerSW::body_get_param(RID p_body, BodyParameter p_param) const {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body,0);
@ -837,7 +837,7 @@ Vector2 Physics2DServerSW::body_get_applied_force(RID p_body) const {
return body->get_applied_force();
};
void Physics2DServerSW::body_set_applied_torque(RID p_body, float p_torque) {
void Physics2DServerSW::body_set_applied_torque(RID p_body, real_t p_torque) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
@ -846,7 +846,7 @@ void Physics2DServerSW::body_set_applied_torque(RID p_body, float p_torque) {
body->wakeup();
};
float Physics2DServerSW::body_get_applied_torque(RID p_body) const {
real_t Physics2DServerSW::body_get_applied_torque(RID p_body) const {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body,0);
@ -915,14 +915,14 @@ void Physics2DServerSW::body_get_collision_exceptions(RID p_body, List<RID> *p_e
};
void Physics2DServerSW::body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold) {
void Physics2DServerSW::body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
};
float Physics2DServerSW::body_get_contacts_reported_depth_treshold(RID p_body) const {
real_t Physics2DServerSW::body_get_contacts_reported_depth_treshold(RID p_body) const {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body,0);
@ -973,7 +973,7 @@ Vector2 Physics2DServerSW::body_get_one_way_collision_direction(RID p_body) cons
}
void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,float p_max_depth) {
void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,real_t p_max_depth) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
@ -981,7 +981,7 @@ void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,float p_
}
float Physics2DServerSW::body_get_one_way_collision_max_depth(RID p_body) const {
real_t Physics2DServerSW::body_get_one_way_collision_max_depth(RID p_body) const {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body,0);
@ -1016,7 +1016,7 @@ void Physics2DServerSW::body_set_pickable(RID p_body,bool p_pickable) {
}
bool Physics2DServerSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2& p_motion, float p_margin, MotionResult *r_result) {
bool Physics2DServerSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2& p_motion, real_t p_margin, MotionResult *r_result) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body,false);
@ -1263,7 +1263,7 @@ void Physics2DServerSW::init() {
};
void Physics2DServerSW::step(float p_step) {
void Physics2DServerSW::step(real_t p_step) {
if (!active)

View file

@ -76,7 +76,7 @@ public:
struct CollCbkData {
Vector2 valid_dir;
float valid_depth;
real_t valid_depth;
int max;
int amount;
Vector2 *ptr;
@ -193,8 +193,8 @@ public:
virtual void body_set_collision_mask(RID p_body, uint32_t p_mask);
virtual uint32_t body_get_collision_mask(RID p_) const;
virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
virtual float body_get_param(RID p_body, BodyParameter p_param) const;
virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value);
virtual real_t body_get_param(RID p_body, BodyParameter p_param) const;
virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant);
@ -203,8 +203,8 @@ public:
virtual void body_set_applied_force(RID p_body, const Vector2& p_force);
virtual Vector2 body_get_applied_force(RID p_body) const;
virtual void body_set_applied_torque(RID p_body, float p_torque);
virtual float body_get_applied_torque(RID p_body) const;
virtual void body_set_applied_torque(RID p_body, real_t p_torque);
virtual real_t body_get_applied_torque(RID p_body) const;
virtual void body_add_force(RID p_body, const Vector2& p_offset, const Vector2& p_force);
@ -215,8 +215,8 @@ public:
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);
virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold);
virtual float body_get_contacts_reported_depth_treshold(RID p_body) const;
virtual void body_set_contacts_reported_depth_treshold(RID p_body, real_t p_treshold);
virtual real_t body_get_contacts_reported_depth_treshold(RID p_body) const;
virtual void body_set_omit_force_integration(RID p_body,bool p_omit);
virtual bool body_is_omitting_force_integration(RID p_body) const;
@ -227,8 +227,8 @@ public:
virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction);
virtual Vector2 body_get_one_way_collision_direction(RID p_body) const;
virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth);
virtual float body_get_one_way_collision_max_depth(RID p_body) const;
virtual void body_set_one_way_collision_max_depth(RID p_body,real_t p_max_depth);
virtual real_t body_get_one_way_collision_max_depth(RID p_body) const;
virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant());
@ -236,7 +236,7 @@ public:
virtual void body_set_pickable(RID p_body,bool p_pickable);
virtual bool body_test_motion(RID p_body,const Transform2D& p_from,const Vector2& p_motion,float p_margin=0.001,MotionResult *r_result=NULL);
virtual bool body_test_motion(RID p_body,const Transform2D& p_from,const Vector2& p_motion,real_t p_margin=0.001,MotionResult *r_result=NULL);
/* JOINT API */
@ -260,7 +260,7 @@ public:
virtual void set_active(bool p_active);
virtual void init();
virtual void step(float p_step);
virtual void step(real_t p_step);
virtual void sync();
virtual void flush_queries();
virtual void end_sync();

View file

@ -35,7 +35,7 @@ void Physics2DServerWrapMT::thread_exit() {
exit=true;
}
void Physics2DServerWrapMT::thread_step(float p_delta) {
void Physics2DServerWrapMT::thread_step(real_t p_delta) {
physics_2d_server->step(p_delta);
step_sem->post();
@ -75,7 +75,7 @@ void Physics2DServerWrapMT::thread_loop() {
/* EVENT QUEUING */
void Physics2DServerWrapMT::step(float p_step) {
void Physics2DServerWrapMT::step(real_t p_step) {
if (create_thread) {

View file

@ -60,7 +60,7 @@ class Physics2DServerWrapMT : public Physics2DServer {
Semaphore *step_sem;
int step_pending;
void thread_step(float p_delta);
void thread_step(real_t p_delta);
void thread_flush();
void thread_exit();
@ -220,8 +220,8 @@ public:
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_param,RID,BodyParameter,real_t);
FUNC2RC(real_t,body_get_param,RID,BodyParameter);
FUNC3(body_set_state,RID,BodyState,const Variant&);
@ -230,8 +230,8 @@ public:
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);
FUNC2(body_set_applied_torque,RID,real_t);
FUNC1RC(real_t,body_get_applied_torque,RID);
FUNC3(body_add_force,RID,const Vector2&,const Vector2&);
FUNC3(body_apply_impulse,RID,const Vector2&,const Vector2&);
@ -247,12 +247,12 @@ public:
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_one_way_collision_max_depth,RID,real_t);
FUNC1RC(real_t,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_contacts_reported_depth_treshold,RID,real_t);
FUNC1RC(real_t,body_get_contacts_reported_depth_treshold,RID);
FUNC2(body_set_omit_force_integration,RID,bool);
FUNC1RC(bool,body_is_omitting_force_integration,RID);
@ -266,7 +266,7 @@ public:
FUNC2(body_set_pickable,RID,bool);
bool body_test_motion(RID p_body,const Transform2D& p_from,const Vector2& p_motion,float p_margin=0.001,MotionResult *r_result=NULL) {
bool body_test_motion(RID p_body,const Transform2D& p_from,const Vector2& p_motion,real_t 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_from,p_motion,p_margin,r_result);
@ -303,7 +303,7 @@ public:
FUNC1(set_active,bool);
virtual void init();
virtual void step(float p_step);
virtual void step(real_t p_step);
virtual void sync();
virtual void end_sync();
virtual void flush_queries();

View file

@ -136,7 +136,7 @@ bool LineShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p_en
return true;
}
real_t LineShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const {
real_t LineShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
return 0;
}
@ -191,7 +191,7 @@ bool RayShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p_end
}
real_t RayShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const {
real_t RayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
return 0; //rays are mass-less
}
@ -224,7 +224,7 @@ void SegmentShape2DSW::get_supports(const Vector2& p_normal,Vector2 *r_supports,
}
float dp=p_normal.dot(b-a);
real_t dp=p_normal.dot(b-a);
if (dp>0)
*r_supports=b;
else
@ -252,14 +252,14 @@ bool SegmentShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p
return true;
}
real_t SegmentShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const {
real_t SegmentShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
Vector2 s[2]={a*p_scale,b*p_scale};
real_t l = s[1].distance_to(s[0]);
Vector2 ofs = (s[0]+s[1])*0.5;
return p_mass*(l*l/12.0f + ofs.length_squared());
return p_mass*(l*l/12.0 + ofs.length_squared());
}
void SegmentShape2DSW::set_data(const Variant& p_data) {
@ -336,7 +336,7 @@ bool CircleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p_
return true;
}
real_t CircleShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const {
real_t CircleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
return (radius*radius)*(p_scale.x*0.5+p_scale.y*0.5);
@ -367,11 +367,11 @@ void RectangleShape2DSW::get_supports(const Vector2& p_normal,Vector2 *r_support
Vector2 ag;
ag[i]=1.0;
float dp = ag.dot(p_normal);
real_t dp = ag.dot(p_normal);
if (Math::abs(dp)<_SEGMENT_IS_VALID_SUPPORT_TRESHOLD)
continue;
float sgn = dp>0 ? 1.0 : -1.0;
real_t sgn = dp>0 ? 1.0 : -1.0;
r_amount=2;
@ -407,10 +407,10 @@ bool RectangleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2&
return get_aabb().intersects_segment(p_begin,p_end,&r_point,&r_normal);
}
real_t RectangleShape2DSW::get_moment_of_inertia(float p_mass,const Size2& p_scale) const {
real_t RectangleShape2DSW::get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const {
Vector2 he2=half_extents*2*p_scale;
return p_mass*he2.dot(he2)/12.0f;
return p_mass*he2.dot(he2)/12.0;
}
void RectangleShape2DSW::set_data(const Variant& p_data) {
@ -438,7 +438,7 @@ void CapsuleShape2DSW::get_supports(const Vector2& p_normal,Vector2 *r_supports,
Vector2 n=p_normal;
float d = n.y;
real_t d = n.y;
if (Math::abs( d )<(1.0-_SEGMENT_IS_VALID_SUPPORT_TRESHOLD) ) {
@ -455,7 +455,7 @@ void CapsuleShape2DSW::get_supports(const Vector2& p_normal,Vector2 *r_supports,
} else {
float h = (d > 0) ? height : -height;
real_t h = (d > 0) ? height : -height;
n*=radius;
n.y += h*0.5;
@ -479,7 +479,7 @@ bool CapsuleShape2DSW::contains_point(const Vector2& p_point) const {
bool CapsuleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const {
float d = 1e10;
real_t d = 1e10;
Vector2 n = (p_end-p_begin).normalized();
bool collided=false;
@ -488,7 +488,7 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p
Vector2 begin = p_begin;
Vector2 end = p_end;
float ofs = (i==0)?-height*0.5:height*0.5;
real_t ofs = (i==0)?-height*0.5:height*0.5;
begin.y+=ofs;
end.y+=ofs;
@ -540,10 +540,10 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2& p_begin,const Vector2& p
return collided; //todo
}
real_t CapsuleShape2DSW::get_moment_of_inertia(float p_mass, const Size2 &p_scale) const {
real_t CapsuleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
Vector2 he2=Vector2(radius*2,height+radius*2)*p_scale;
return p_mass*he2.dot(he2)/12.0f;
return p_mass*he2.dot(he2)/12.0;
}
void CapsuleShape2DSW::set_data(const Variant& p_data) {
@ -619,7 +619,7 @@ bool ConvexPolygonShape2DSW::contains_point(const Vector2& p_point) const {
for(int i=0;i<point_count;i++) {
float d = points[i].normal.dot(p_point) - points[i].normal.dot(points[i].pos);
real_t d = points[i].normal.dot(p_point) - points[i].normal.dot(points[i].pos);
if (d>0)
out=true;
else
@ -650,7 +650,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2& p_begin,const Vect
if (!Geometry::segment_intersects_segment_2d(p_begin,p_end,points[i].pos,points[(i+1)%point_count].pos,&res))
continue;
float nd = n.dot(res);
real_t nd = n.dot(res);
if (nd<d) {
d=nd;
@ -672,7 +672,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2& p_begin,const Vect
return inters; //todo
}
real_t ConvexPolygonShape2DSW::get_moment_of_inertia(float p_mass,const Size2& p_scale) const {
real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const {
Rect2 aabb;
aabb.pos=points[0].pos*p_scale;
@ -681,7 +681,7 @@ real_t ConvexPolygonShape2DSW::get_moment_of_inertia(float p_mass,const Size2& p
aabb.expand_to(points[i].pos*p_scale);
}
return p_mass*aabb.size.dot(aabb.size)/12.0f + p_mass * (aabb.pos+aabb.size*0.5).length_squared();
return p_mass*aabb.size.dot(aabb.size)/12.0 + p_mass * (aabb.pos+aabb.size*0.5).length_squared();
}
void ConvexPolygonShape2DSW::set_data(const Variant& p_data) {
@ -859,7 +859,7 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2& p_begin,const Vec
if (Geometry::segment_intersects_segment_2d(p_begin,p_end,a,b,&res)) {
float nd = n.dot(res);
real_t nd = n.dot(res);
if (nd<d) {
d=nd;

View file

@ -35,8 +35,8 @@
/*
SHAPE_LINE, ///< plane:"plane"
SHAPE_SEGMENT, ///< float:"length"
SHAPE_CIRCLE, ///< float:"radius"
SHAPE_SEGMENT, ///< real_t:"length"
SHAPE_CIRCLE, ///< real_t:"radius"
SHAPE_RECTANGLE, ///< vec3:"extents"
SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
@ -86,7 +86,7 @@ public:
virtual void get_supports(const Vector2& p_normal,Vector2 *r_supports,int & r_amount) const=0;
virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const=0;
virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const=0;
virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const=0;
virtual void set_data(const Variant& p_data)=0;
virtual Variant get_data() const=0;
@ -175,7 +175,7 @@ public:
virtual bool contains_point(const Vector2& p_point) const;
virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -218,7 +218,7 @@ public:
virtual bool contains_point(const Vector2& p_point) const;
virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -266,7 +266,7 @@ public:
virtual bool contains_point(const Vector2& p_point) const;
virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -304,7 +304,7 @@ public:
virtual bool contains_point(const Vector2& p_point) const;
virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -344,7 +344,7 @@ public:
virtual bool contains_point(const Vector2& p_point) const;
virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -432,7 +432,7 @@ public:
virtual bool contains_point(const Vector2& p_point) const;
virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -440,7 +440,7 @@ public:
_FORCE_INLINE_ void project_range(const Vector2& p_normal, const Transform2D& p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
Vector2 n=p_transform.basis_xform_inv(p_normal).normalized();
float h = (n.y > 0) ? height : -height;
real_t h = (n.y > 0) ? height : -height;
n *= radius;
n.y += h * 0.5;
@ -495,7 +495,7 @@ public:
virtual bool contains_point(const Vector2& p_point) const;
virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const;
virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const;
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;
@ -506,7 +506,7 @@ public:
r_min = r_max = p_normal.dot(p_transform.xform(points[0].pos));
for(int i=1;i<point_count;i++) {
float d = p_normal.dot(p_transform.xform(points[i].pos));
real_t d = p_normal.dot(p_transform.xform(points[i].pos));
if (d>r_max)
r_max=d;
if (d<r_min)
@ -584,7 +584,7 @@ public:
virtual bool contains_point(const Vector2& p_point) const;
virtual bool intersect_segment(const Vector2& p_begin,const Vector2& p_end,Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(float p_mass,const Size2& p_scale) const { return 0; }
virtual real_t get_moment_of_inertia(real_t p_mass,const Size2& p_scale) const { return 0; }
virtual void set_data(const Variant& p_data);
virtual Variant get_data() const;

View file

@ -190,7 +190,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec
}
int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Transform2D& 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) {
int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,real_t 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;
@ -237,7 +237,7 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Trans
bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform2D& 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) {
bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,real_t p_margin,real_t &p_closest_safe,real_t &p_closest_unsafe, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {
@ -255,8 +255,8 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transfor
int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,Space2DSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);
float best_safe=1;
float best_unsafe=1;
real_t best_safe=1;
real_t best_unsafe=1;
for(int i=0;i<amount;i++) {
@ -305,13 +305,13 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transfor
//just do kinematic solving
float low=0;
float hi=1;
real_t low=0;
real_t hi=1;
Vector2 mnormal=p_motion.normalized();
for(int i=0;i<8;i++) { //steps should be customizable..
float ofs = (low+hi)*0.5;
real_t ofs = (low+hi)*0.5;
Vector2 sep=mnormal; //important optimization for this to work fast enough
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);
@ -364,7 +364,7 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transfor
}
bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D& 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) {
bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D& p_shape_xform,const Vector2& p_motion,real_t 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)
@ -436,9 +436,9 @@ struct _RestCallbackData2D {
int best_shape;
Vector2 best_contact;
Vector2 best_normal;
float best_len;
real_t best_len;
Vector2 valid_dir;
float valid_depth;
real_t valid_depth;
};
static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) {
@ -458,7 +458,7 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v
}
Vector2 contact_rel = p_point_B - p_point_A;
float len = contact_rel.length();
real_t len = contact_rel.length();
if (len <= rd->best_len)
return;
@ -473,7 +473,7 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v
}
bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D& 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) {
bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D& p_shape_xform,const Vector2& p_motion,real_t p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {
Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
@ -594,7 +594,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body,const Rect2& p_aabb) {
return amount;
}
bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, float p_margin, Physics2DServer::MotionResult *r_result) {
bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, real_t p_margin, Physics2DServer::MotionResult *r_result) {
//give me back regular physics engine logic
//this is madness
@ -694,15 +694,15 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
#if 0
Vector2 rel = b-a;
float d = rel.length();
real_t d = rel.length();
if (d==0)
continue;
Vector2 n = rel/d;
float traveled = n.dot(recover_motion);
real_t traveled = n.dot(recover_motion);
a+=n*traveled;
float d = a.distance_to(b);
real_t d = a.distance_to(b);
if (d<margin)
continue;
#endif
@ -724,8 +724,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
float safe = 1.0;
float unsafe = 1.0;
real_t safe = 1.0;
real_t unsafe = 1.0;
int best_shape=-1;
{
@ -747,8 +747,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
bool stuck=false;
float best_safe=1;
float best_unsafe=1;
real_t best_safe=1;
real_t best_unsafe=1;
for(int i=0;i<amount;i++) {
@ -780,13 +780,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
//just do kinematic solving
float low=0;
float hi=1;
real_t low=0;
real_t hi=1;
Vector2 mnormal=p_motion.normalized();
for(int i=0;i<8;i++) { //steps should be customizable..
float ofs = (low+hi)*0.5;
real_t ofs = (low+hi)*0.5;
Vector2 sep=mnormal; //important optimization for this to work fast enough
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);
@ -1000,7 +1000,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
Vector2 a = sr[i*2+0];
Vector2 b = sr[i*2+1];
float d = a.distance_to(b);
real_t d = a.distance_to(b);
/*
if (d<margin)
@ -1024,8 +1024,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
//move second
float safe = 1.0;
float unsafe = 1.0;
real_t safe = 1.0;
real_t unsafe = 1.0;
int best_shape=-1;
for(int i=0;i<get_shape_count();i++) {
@ -1033,7 +1033,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
if (is_shape_set_as_trigger(i))
continue;
float lsafe,lunsafe;
real_t lsafe,lunsafe;
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);
//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
if (!valid) {

View file

@ -49,10 +49,10 @@ public:
virtual int intersect_point(const Vector2& p_point,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, bool p_pick_point=false);
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 Transform2D& 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 Transform2D& 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 Transform2D& 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 Transform2D& 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);
virtual int intersect_shape(const RID& p_shape, const Transform2D& p_xform,const Vector2& p_motion,real_t 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 Transform2D& p_xform,const Vector2& p_motion,real_t p_margin,real_t &p_closest_safe,real_t &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 Transform2D& p_shape_xform,const Vector2& p_motion,real_t 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 Transform2D& p_shape_xform,const Vector2& p_motion,real_t 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();
};
@ -106,9 +106,9 @@ private:
CollisionObject2DSW *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
float body_linear_velocity_sleep_treshold;
float body_angular_velocity_sleep_treshold;
float body_time_to_sleep;
real_t body_linear_velocity_sleep_treshold;
real_t body_angular_velocity_sleep_treshold;
real_t body_time_to_sleep;
bool locked;
@ -185,7 +185,7 @@ public:
int get_collision_pairs() const { return collision_pairs; }
bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, float p_margin, Physics2DServer::MotionResult *r_result);
bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2&p_motion, real_t p_margin, Physics2DServer::MotionResult *r_result);
void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }

View file

@ -56,7 +56,7 @@ void Step2DSW::_populate_island(Body2DSW* p_body,Body2DSW** p_island,Constraint2
}
}
bool Step2DSW::_setup_island(Constraint2DSW *p_island,float p_delta) {
bool Step2DSW::_setup_island(Constraint2DSW *p_island,real_t p_delta) {
Constraint2DSW *ci=p_island;
Constraint2DSW *prev_ci=NULL;
@ -81,7 +81,7 @@ bool Step2DSW::_setup_island(Constraint2DSW *p_island,float p_delta) {
return removed_root;
}
void Step2DSW::_solve_island(Constraint2DSW *p_island,int p_iterations,float p_delta){
void Step2DSW::_solve_island(Constraint2DSW *p_island,int p_iterations,real_t p_delta){
for(int i=0;i<p_iterations;i++) {
@ -94,7 +94,7 @@ void Step2DSW::_solve_island(Constraint2DSW *p_island,int p_iterations,float p_d
}
}
void Step2DSW::_check_suspend(Body2DSW *p_island,float p_delta) {
void Step2DSW::_check_suspend(Body2DSW *p_island,real_t p_delta) {
bool can_sleep=true;
@ -132,7 +132,7 @@ void Step2DSW::_check_suspend(Body2DSW *p_island,float p_delta) {
}
}
void Step2DSW::step(Space2DSW* p_space,float p_delta,int p_iterations) {
void Step2DSW::step(Space2DSW* p_space,real_t p_delta,int p_iterations) {
p_space->lock(); // can't access space during this

View file

@ -36,12 +36,12 @@ class Step2DSW {
uint64_t _step;
void _populate_island(Body2DSW* p_body,Body2DSW** p_island,Constraint2DSW **p_constraint_island);
bool _setup_island(Constraint2DSW *p_island,float p_delta);
void _solve_island(Constraint2DSW *p_island,int p_iterations,float p_delta);
void _check_suspend(Body2DSW *p_island,float p_delta);
bool _setup_island(Constraint2DSW *p_island,real_t p_delta);
void _solve_island(Constraint2DSW *p_island,int p_iterations,real_t p_delta);
void _check_suspend(Body2DSW *p_island,real_t p_delta);
public:
void step(Space2DSW* p_space,float p_delta,int p_iterations);
void step(Space2DSW* p_space,real_t p_delta,int p_iterations);
Step2DSW();
};