godot/servers/physics_2d/constraint_2d_sw.h
Pedro J. Estébanez 3e5e8b6c9e Fix multiple issues with 2D & 3D physics
- Use `NOTIFICATION_ENTER`/`EXIT_WORLD` for `Area` (intead of `*_TREE`).
- Now both bodies' and areas' constraints are cleaned up.
- And now also that happens as soon as the space is set to null (i.e., when exiting the tree) instead of only at freeing time.
- When clearing constraints, the loop goes on to the next if the current is already released, instead of breaking.
- When one has been already released, no error is shown from now on, as it's something expected, since a pair (our kind of constraint of interest) can be freed by any of its involved collision objects and the other will try again.
- Implement index shifting (or marking as -1) for shapes indices in collision pairs shapes are removed.
- Standarize behavior of bodies and areas so that anything that invalidates a given pair gives the same result (collision mask, actual collision, etc); for instance, triggering area enter/exit signals.
- Add missing member initializations.
- Extend the new-space-equals-area/body-current-space test to every case.
- Fix 3D ray-casts early accepting Areas (skipping the mask check).
- Fix unpairing of large elements (2D's `BroadPhase2DHashGrid`).

Some of these prevent random crashes caused by constraints with dangling pointers to involved objects.
Fixes #8856.
Fixes #7589.
Fixes #6676.
And maybe others.
2017-06-19 12:02:50 +02:00

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3.5 KiB
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/*************************************************************************/
/* constraint_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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#ifndef CONSTRAINT_2D_SW_H
#define CONSTRAINT_2D_SW_H
#include "body_2d_sw.h"
class Constraint2DSW {
Body2DSW **_body_ptr;
int _body_count;
uint64_t island_step;
Constraint2DSW *island_next;
Constraint2DSW *island_list_next;
RID self;
protected:
Constraint2DSW(Body2DSW **p_body_ptr = NULL, int p_body_count = 0) {
_body_ptr = p_body_ptr;
_body_count = p_body_count;
island_step = 0;
}
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
_FORCE_INLINE_ Constraint2DSW *get_island_next() const { return island_next; }
_FORCE_INLINE_ void set_island_next(Constraint2DSW *p_next) { island_next = p_next; }
_FORCE_INLINE_ Constraint2DSW *get_island_list_next() const { return island_list_next; }
_FORCE_INLINE_ void set_island_list_next(Constraint2DSW *p_next) { island_list_next = p_next; }
_FORCE_INLINE_ Body2DSW **get_body_ptr() const { return _body_ptr; }
_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 void shift_shape_indices(const CollisionObject2DSW *p_object, int p_removed_index) {}
virtual ~Constraint2DSW() {}
};
#endif // CONSTRAINT_2D_SW_H