Commit graph

392 commits

Author SHA1 Message Date
Tomasz Chabora f12f5b36b5 Make radius & height in CapsuleShape2D independent 2021-08-11 17:34:27 +02:00
PouleyKetchoupp 4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
PouleyKetchoupp 5650c83e4b Fix applied rotation from moving platforms in move_and_slide
When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:30:17 -07:00
Rémi Verschelde 6acbcf7a86
Merge pull request #50625 from nekomatata/body-one-direction-layers
One-directional collision layer check for rigid bodies and soft bodies
2021-07-31 22:12:46 +02:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
PouleyKetchoupp 940838c174 One-directional collision layer check for rigid bodies and soft bodies
Check for each body individually if it collides with the other one or
ignores it.

When a body is being ignored, the other body's mass is considered
infinite when applying impulses to avoid extra overlapping.
2021-07-19 17:24:04 -07:00
Marcel Admiraal b8fe576355 Ensure KinematicBodies only interact with other Bodies with matching mask. 2021-07-19 17:03:43 +01:00
fabriceci cee814e4df Fixing 2D moving platform logic
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
2021-07-15 11:54:43 +02:00
Rémi Verschelde bc6ea71771
Merge pull request #50063 from nekomatata/more-accurate-move-and-slide
Make move_and_slide collision detection more accurate
2021-07-13 20:41:09 +02:00
PouleyKetchoupp 62e577267f Expose body_test_motion in 3D physics server
Results are exposed through PhysicsTestMotionResult3D, the same way it's
done for 2D.

Also cleaned a few things in the 2D version.
2021-07-02 18:03:44 -07:00
PouleyKetchoupp cf1ddfdb90 Make move_and_slide collision detection more accurate
More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.

Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-01 15:15:42 -07:00
Rémi Verschelde 24c6ee9f56
Merge pull request #49844 from nekomatata/physics-disabled-shapes
Fix and clean disabled shapes handling in godot physics servers
2021-06-30 10:08:52 +02:00
PouleyKetchoupp 9758a75221 Fix move_and_collide causing sliding on slopes
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.

Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-06-28 17:17:52 -07:00
PouleyKetchoupp a65cdca894 Fix and clean disabled shapes handling in godot physics servers
In 3D, disabled shapes are now not added to the broadphase anymore.
Since they are removed right away when disabled, no need to check for
disabled shapes for any query that comes from the broadphase.
Also Fixes raycast queries returning disabled shapes.

In 2D, disabled shapes where already not added to the broadphase.
Remove the same unnecessary checks as in 3D.

Overall harmonized API for disabled shapes in the physics servers and
removed duplicate method.
2021-06-22 16:51:47 -07:00
reduz c66b2651a6 Refactor CommandQueueMT
* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.

This should make thread loading entirely reliable.
2021-06-09 13:10:49 -03:00
PouleyKetchoupp b2bd9f4e51 Safe margin cleanup
Safe margin property on CharacterBody only, used as argument in
move_and_collide.

Removed kinematic_safe_margin in 3D physics server, not really useful
and now harmonized with 2D.
2021-06-04 11:40:36 -07:00
PouleyKetchoupp ee4b756a51 More explanatory names for RigidBody modes
MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER

No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
2021-06-04 11:40:36 -07:00
Aaron Franke 94bc0bd919
Rename Vector2 clamped to limit_length and add limit_length to Vector3 2021-06-03 12:04:57 -04:00
Rhathe 88b1802132 Enable setting of collision iterations in PhysicsServer2D
This allows fine-tuning of collision iterations for more
accurate collision physics with a performance cost.
2021-05-19 10:54:10 -04:00
PouleyKetchoupp 3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00
PouleyKetchoupp 448c41a3e4 Godot Physics collisions and solver processed on threads
Use ThreadWorkPool to process physics step tasks in multiple threads. Collisions are all processed in parallel and solving impulses is
processed in parallel for rigid body islands.

Additional changes:
- Proper islands for soft bodies linked to active bodies
- All moving areas are on separate islands (can be parallelized)
- Fix inconsistencies with body islands (Kinematic bodies could link
bodies together or not depending on the processing order)
- Completely prevent static bodies to be active (it could cause islands
to be wrongly created and cause dangerous multi-threading operations as
well as inconsistencies in created islands)
- Apply impulses only on dynamic bodies to avoid unsafe multi-threaded
operations (static bodies can be on multiple islands)
- Removed inverted iterations when populating body islands, it's now
faster in regular order (maybe after fixing inconsistencies)
2021-04-26 18:26:00 -07:00
rafallus cfa06f0f76 Unexpose _direct_state_changed in PhysicsBody
Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
2021-04-22 23:20:58 -05:00
Rémi Verschelde c022582c1e
Merge pull request #47942 from nekomatata/joint-check-body-types
Fix errors related to joints setup with two non-dynamic bodies
2021-04-16 08:51:19 +02:00
PouleyKetchoupp 60ae264db1 Fix errors related to joints setup with two non-dynamic bodies 2021-04-15 17:37:45 -07:00
Henry Conklin 9b65b00296 Optimize BroadPhase2dHashGrid to not pair elements on different layers
Clean up logic in _check_motion

Closes 45824
2021-04-15 17:20:07 -04:00
PouleyKetchoupp b65d6b56fb Godot Physics solver optimization
Several optimizations in the way solver islands are processed in both
2D and 3D physics:
- Use LocalVector instead of linked list to avoid cache misses (with
persistent storage based on worst case scenario)
- Remove pairs when setup fails (no valid contact) to avoid unnecessary
solving of non-colliding rigid bodies just to return immediately
2021-04-12 18:59:49 -07:00
Rémi Verschelde 68b28c6cd4
Merge pull request #47678 from madmiraal/fix-47436.1
Check for empty ConcavePolygonShape2D before checking for intersection
2021-04-06 22:35:49 +02:00
Rémi Verschelde 7fa84d8bd3
Merge pull request #47675 from madmiraal/fix-47436
Check ConvexPolygonShape2D point count before calcuating moment of inertia
2021-04-06 22:35:01 +02:00
Marcel Admiraal 2abfc0518f Check for empty ConcavePolygonShape2D before checking for intersection 2021-04-06 20:05:10 +01:00
Marcel Admiraal 25593a481a Check ConvexPolygonShape2D point count before calcuating moment of inertia 2021-04-06 19:15:09 +01:00
Marcel Admiraal 0d4d8925b7 Ensure ConvexPolygonShape support count variable is initialised 2021-04-06 16:18:49 +01:00
Rémi Verschelde 2bd89ac249
Merge pull request #44695 from madmiraal/fix-44632
Remove all elements from monitored_bodies and monitored_areas when processed
2021-03-26 16:34:02 +01:00
PouleyKetchoupp c5d2404a13 Fix GodotPhysics solver with kinematic body set to report contacts
In 3D, collision is disabled between kinematic/static bodies when
contacts are generated only to report them.

In 2D, this case was already fixed but the code is cleaned to make it
easier to follow.
2021-03-11 18:06:00 -07:00
Eryk Dwornicki fb9d6fcc6d Refactor removal of constraints from bodies in 2D joints 2021-02-27 20:52:01 +01:00
Rémi Verschelde a930472319
Merge pull request #45863 from nekomatata/physics-queries-disabled-shapes
Fix physics queries not filtering out disabled collision shapes
2021-02-24 13:05:28 +01:00
Rémi Verschelde 310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
PouleyKetchoupp cff7a69aa0 Fix test_body_motion recovery
This change makes test_body_motion more reliable when the kinematic body
recovers from being stuck.

- When recovery occurs, the rest information is generated, in order to
make sure collision results from test_move, move_and_collide and
move_and_slide are consistent and return a collision in case of overlap.

- The new calculation for recovery vector makes sure the recovery is
never more than the overlap depth between shapes.
This can help with cases where the kinematic body overlaps with several
shapes.
Recovery is made iteratively, without forcing a full overlap at each
step. This helps with getting proper rest information when recovery
occurs.

- One Way Collision:
When attempting motion, contact direction is checked against motion
before skipping in order to solve cases where kinematic bodies can sink
into one-way collision shapes.
Rest info now sets max contact depth in order to properly handle one-way
collision.

- Low speed motion is now handled in the rest info, by never setting
min_allowed_depth lower than motion length.
Separation is always applied with full margin, otherwise contact is lost
when low speed motion occurs right after higher speed motion.

- Similar changes are applied to 3D in order to make 2D and 3D
consistent.
2021-02-17 19:02:59 -07:00
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
PouleyKetchoupp 50501f2843 Fix physics queries not filtering out disabled collision shapes
This change allows collide_shape, intersect_shape, cast_motion and
rest_info in both 2D and 3D to ignore disabled shapes and make them
consistent with the physics simulation.

In some other cases, _cull_aabb_for_body is used and filters shapes out
internally, but whenever a physics query uses the broadphase directly
without calling _cull_aabb_for_body, disabled shapes can be returned
and need to be filtered out.
2021-02-09 19:14:17 -07:00
Rémi Verschelde d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde 5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Pedro J. Estébanez 99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Aaron Franke cb9fc117d1
Use real_t in physics code 2021-01-28 18:15:42 -05:00
Rémi Verschelde 011d201046
Merge pull request #43923 from madmiraal/fix-43588
Fix cast_motion sometimes failing
2021-01-14 20:44:19 +01:00
Aaron Franke 1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Marcel Admiraal 7653b8cc1e Fix multiple issues with one-way collisions
For RigidBodies, uses the collision normal determined by relative motion
to determine whether or not a one-way collision has occurred.

For KinematicBodies, performs additional checks to ensure a one-way
collision has occurred, and averages the recovery step over all collision
shapes.

Co-authored-by:    Sergej Gureev <sergej.gureev@relex.fi>
2021-01-07 09:22:39 +00:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde 058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal d7c3a41363 Remove all elements from monitored_bodies and monitored_areas when processed 2020-12-26 09:27:42 +00:00
Marcel Admiraal a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
Jordan Schidlowsky 043b6c2d93 make 2d constraint solving more deterministic by solving in push order 2020-12-04 22:23:12 -06:00
Marcel Admiraal 356a2b7235 Fix cast_motion sometimes failing
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
2020-11-27 15:33:00 +00:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Rémi Verschelde d7176e9040
Merge pull request #42167 from madmiraal/fix-42108
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:32:48 +01:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Marcel Admiraal 7e44682c03 Fix how Line2D obtains the other object's supports
Measure the distance from the line against the rotated object, not the
rotated line, when obtaining the object's supports against a line.
2020-10-03 12:59:34 +01:00
Fabio Alessandrelli f3c6ac1d71 Ignore thread models when compiling with NO_THREAD
The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).

This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.
2020-09-23 11:24:01 +02:00
Marcel Admiraal 41209efa7f Remove the unnecessary sync() and the restrictions it imposes on 3D Physics. 2020-09-18 10:43:31 +01:00
Rémi Verschelde 2d9b409103
Merge pull request #41528 from keegano/physics-fix-wrap-angle
Wrap angles to (-pi, pi) in momentum calculation.
2020-09-17 16:32:53 +02:00
TwistedTwigleg 0205eef96b Fixed 2D physics regression that causes RigidBody2D nodes to spin uncontrollably when colliding 2020-08-28 14:16:12 -04:00
Keegan Owsley e148338d42 Wrap angles to (-pi, pi) in momentum calculation.
Fixes a bug that causes KinematicBody2Ds to produce too much angular
momentum when rotating beyond 180 degrees.
2020-08-26 08:25:28 -07:00
Markus Sauermann 8335f00949 Wake up RigidBody 2D after applying torque 2020-08-01 14:36:24 +02:00
Rémi Verschelde c845e20add Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 7eebb06b55.
2020-07-27 22:45:01 +02:00
Rémi Verschelde d0cea291d2
Merge pull request #40193 from KoBeWi/dem_pikks
Allow Area2D and 3D mouse events without collision layer
2020-07-11 00:26:56 +02:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Tomasz Chabora 7eebb06b55 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
2020-07-10 13:23:20 +02:00
Marcel Admiraal 7eb0fcdb1a Remove elements from monitored_bodies and monitored_areas as they are
processed before calling the callback, instead of after they have all
been processed, because the callbacks may readd them.
2020-07-04 10:17:57 +01:00
Cevantime 23f7d2c29d fix laxist collision detection on one way shapes 2020-07-03 11:24:15 +02:00
Rémi Verschelde 67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Marcel Admiraal 79d3d3d17b Trigger broadphase update when changing collision layer/mask, and
check for collision layer/mask changes in 2D hash grid broadphase update.
2020-06-27 18:34:16 +01:00
Marcel Admiraal 62142c5416 Ensure pair callback data is set to null when it's null. 2020-06-13 14:43:25 +01:00
Marcel Admiraal a442526744 Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D. 2020-06-08 17:46:21 +01:00
Marcel Admiraal b5e31b70dc Correct misspellings of damped spring. 2020-06-04 18:07:24 +01:00
Aaron Franke ba27deef06
Refactor physics force and impulse code 2020-06-02 23:18:59 -04:00
Andrii Doroshenko (Xrayez) 69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Rémi Verschelde ca3192d18a Style: Fix unnecessary semicolons that confused clang-format 2020-05-19 11:24:58 +02:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Marcel Admiraal 88d307df14 Assign zero to range when ConvexPolygonShape2D is empty. 2020-04-14 12:53:32 +01:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Rémi Verschelde 0c320a6bf3 More server renames for consistency after #37361 2020-03-28 13:20:48 +01:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Pedro J. Estébanez 9a3a2b03b8 Drop old semaphore implementation
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.

Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03 13:20:42 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Rémi Verschelde fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Juan Linietsky c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky 4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00