godot/servers/physics_2d/godot_area_pair_2d.cpp
PouleyKetchoupp cc39dca9f7 Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
2021-10-18 17:01:10 -07:00

191 lines
6.5 KiB
C++

/*************************************************************************/
/* godot_area_pair_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "godot_area_pair_2d.h"
#include "godot_collision_solver_2d.h"
bool GodotAreaPair2D::setup(real_t p_step) {
bool result = false;
if (area->collides_with(body) && GodotCollisionSolver2D::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(), nullptr, this)) {
result = true;
}
process_collision = false;
if (result != colliding) {
if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
process_collision = true;
} else if (area->has_monitor_callback()) {
process_collision = true;
}
colliding = result;
}
return process_collision;
}
bool GodotAreaPair2D::pre_solve(real_t p_step) {
if (!process_collision) {
return false;
}
if (colliding) {
if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
body->add_area(area);
}
if (area->has_monitor_callback()) {
area->add_body_to_query(body, body_shape, area_shape);
}
} else {
if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
body->remove_area(area);
}
if (area->has_monitor_callback()) {
area->remove_body_from_query(body, body_shape, area_shape);
}
}
return false; // Never do any post solving.
}
void GodotAreaPair2D::solve(real_t p_step) {
// Nothing to do.
}
GodotAreaPair2D::GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape) {
body = p_body;
area = p_area;
body_shape = p_body_shape;
area_shape = p_area_shape;
body->add_constraint(this, 0);
area->add_constraint(this);
if (p_body->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) { //need to be active to process pair
p_body->set_active(true);
}
}
GodotAreaPair2D::~GodotAreaPair2D() {
if (colliding) {
if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
body->remove_area(area);
}
if (area->has_monitor_callback()) {
area->remove_body_from_query(body, body_shape, area_shape);
}
}
body->remove_constraint(this, 0);
area->remove_constraint(this);
}
//////////////////////////////////
bool GodotArea2Pair2D::setup(real_t p_step) {
bool result_a = area_a->collides_with(area_b);
bool result_b = area_b->collides_with(area_a);
if ((result_a || result_b) && !GodotCollisionSolver2D::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(), nullptr, this)) {
result_a = false;
result_b = false;
}
bool process_collision = false;
process_collision_a = false;
if (result_a != colliding_a) {
if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
process_collision_a = true;
process_collision = true;
}
colliding_a = result_a;
}
process_collision_b = false;
if (result_b != colliding_b) {
if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
process_collision_b = true;
process_collision = true;
}
colliding_b = result_b;
}
return process_collision;
}
bool GodotArea2Pair2D::pre_solve(real_t p_step) {
if (process_collision_a) {
if (colliding_a) {
area_a->add_area_to_query(area_b, shape_b, shape_a);
} else {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
}
if (process_collision_b) {
if (colliding_b) {
area_b->add_area_to_query(area_a, shape_a, shape_b);
} else {
area_b->remove_area_from_query(area_a, shape_a, shape_b);
}
}
return false; // Never do any post solving.
}
void GodotArea2Pair2D::solve(real_t p_step) {
// Nothing to do.
}
GodotArea2Pair2D::GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b) {
area_a = p_area_a;
area_b = p_area_b;
shape_a = p_shape_a;
shape_b = p_shape_b;
area_a->add_constraint(this);
area_b->add_constraint(this);
}
GodotArea2Pair2D::~GodotArea2Pair2D() {
if (colliding_a) {
if (area_a->has_area_monitor_callback()) {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
}
if (colliding_b) {
if (area_b->has_area_monitor_callback()) {
area_b->remove_area_from_query(area_a, shape_a, shape_b);
}
}
area_a->remove_constraint(this);
area_b->remove_constraint(this);
}