godot/servers/physics_3d/physics_server_3d_wrap_mt.h
PouleyKetchoupp ec9fed69f4 Fix 3D moving platform logic
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 20:21:04 -07:00

412 lines
15 KiB
C++

/*************************************************************************/
/* physics_server_3d_wrap_mt.h */
/*************************************************************************/
/* 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 */
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/*************************************************************************/
#ifndef PHYSICS3DSERVERWRAPMT_H
#define PHYSICS3DSERVERWRAPMT_H
#include "core/config/project_settings.h"
#include "core/os/thread.h"
#include "core/templates/command_queue_mt.h"
#include "servers/physics_server_3d.h"
#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif
class PhysicsServer3DWrapMT : public PhysicsServer3D {
mutable PhysicsServer3D *physics_3d_server;
mutable CommandQueueMT command_queue;
static void _thread_callback(void *_instance);
void thread_loop();
Thread::ID server_thread;
Thread::ID main_thread;
volatile bool exit = false;
Thread thread;
volatile bool step_thread_up = false;
bool create_thread = false;
Semaphore step_sem;
int step_pending;
void thread_step(real_t p_delta);
void thread_flush();
void thread_exit();
bool first_frame = true;
Mutex alloc_mutex;
int pool_max_size = 0;
public:
#define ServerName PhysicsServer3D
#define ServerNameWrapMT PhysicsServer3DWrapMT
#define server_name physics_3d_server
#define WRITE_ACTION
#include "servers/server_wrap_mt_common.h"
//FUNC1RID(shape,ShapeType); todo fix
FUNCRID(plane_shape)
FUNCRID(ray_shape)
FUNCRID(sphere_shape)
FUNCRID(box_shape)
FUNCRID(capsule_shape)
FUNCRID(cylinder_shape)
FUNCRID(convex_polygon_shape)
FUNCRID(concave_polygon_shape)
FUNCRID(heightmap_shape)
FUNCRID(custom_shape)
FUNC2(shape_set_data, RID, const Variant &);
FUNC2(shape_set_custom_solver_bias, RID, real_t);
FUNC2(shape_set_margin, RID, real_t)
FUNC1RC(real_t, shape_get_margin, RID)
FUNC1RC(ShapeType, shape_get_type, RID);
FUNC1RC(Variant, shape_get_data, RID);
FUNC1RC(real_t, shape_get_custom_solver_bias, RID);
#if 0
//these work well, but should be used from the main thread only
bool shape_collide(RID p_shape_A, const Transform &p_xform_A, const Vector3 &p_motion_A, RID p_shape_B, const Transform &p_xform_B, const Vector3 &p_motion_B, Vector3 *r_results, int p_result_max, int &r_result_count) {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_3d_server->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count);
}
#endif
/* SPACE API */
FUNCRID(space);
FUNC2(space_set_active, RID, bool);
FUNC1RC(bool, space_is_active, RID);
FUNC3(space_set_param, RID, SpaceParameter, real_t);
FUNC2RC(real_t, space_get_param, RID, SpaceParameter);
// this function only works on physics process, errors and returns null otherwise
PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
return physics_3d_server->space_get_direct_state(p_space);
}
FUNC2(space_set_debug_contacts, RID, int);
virtual Vector<Vector3> space_get_contacts(RID p_space) const override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), Vector<Vector3>());
return physics_3d_server->space_get_contacts(p_space);
}
virtual int space_get_contact_count(RID p_space) const override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), 0);
return physics_3d_server->space_get_contact_count(p_space);
}
/* AREA API */
//FUNC0RID(area);
FUNCRID(area);
FUNC2(area_set_space, RID, RID);
FUNC1RC(RID, area_get_space, RID);
FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode);
FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID);
FUNC4(area_add_shape, RID, RID, const Transform3D &, bool);
FUNC3(area_set_shape, RID, int, RID);
FUNC3(area_set_shape_transform, RID, int, const Transform3D &);
FUNC3(area_set_shape_disabled, RID, int, bool);
FUNC1RC(int, area_get_shape_count, RID);
FUNC2RC(RID, area_get_shape, RID, int);
FUNC2RC(Transform3D, area_get_shape_transform, RID, int);
FUNC2(area_remove_shape, RID, int);
FUNC1(area_clear_shapes, RID);
FUNC2(area_attach_object_instance_id, RID, ObjectID);
FUNC1RC(ObjectID, area_get_object_instance_id, RID);
FUNC3(area_set_param, RID, AreaParameter, const Variant &);
FUNC2(area_set_transform, RID, const Transform3D &);
FUNC2RC(Variant, area_get_param, RID, AreaParameter);
FUNC1RC(Transform3D, area_get_transform, RID);
FUNC2(area_set_collision_mask, RID, uint32_t);
FUNC2(area_set_collision_layer, RID, uint32_t);
FUNC2(area_set_monitorable, RID, bool);
FUNC2(area_set_ray_pickable, RID, bool);
FUNC3(area_set_monitor_callback, RID, Object *, const StringName &);
FUNC3(area_set_area_monitor_callback, RID, Object *, const StringName &);
/* BODY API */
//FUNC2RID(body,BodyMode,bool);
FUNCRID(body)
FUNC2(body_set_space, RID, RID);
FUNC1RC(RID, body_get_space, RID);
FUNC2(body_set_mode, RID, BodyMode);
FUNC1RC(BodyMode, body_get_mode, RID);
FUNC4(body_add_shape, RID, RID, const Transform3D &, bool);
FUNC3(body_set_shape, RID, int, RID);
FUNC3(body_set_shape_transform, RID, int, const Transform3D &);
FUNC1RC(int, body_get_shape_count, RID);
FUNC2RC(Transform3D, body_get_shape_transform, RID, int);
FUNC2RC(RID, body_get_shape, RID, int);
FUNC3(body_set_shape_disabled, RID, int, bool);
FUNC2(body_remove_shape, RID, int);
FUNC1(body_clear_shapes, RID);
FUNC2(body_attach_object_instance_id, RID, ObjectID);
FUNC1RC(ObjectID, body_get_object_instance_id, RID);
FUNC2(body_set_enable_continuous_collision_detection, RID, bool);
FUNC1RC(bool, body_is_continuous_collision_detection_enabled, RID);
FUNC2(body_set_collision_layer, RID, uint32_t);
FUNC1RC(uint32_t, body_get_collision_layer, RID);
FUNC2(body_set_collision_mask, RID, uint32_t);
FUNC1RC(uint32_t, body_get_collision_mask, RID);
FUNC2(body_set_user_flags, RID, uint32_t);
FUNC1RC(uint32_t, body_get_user_flags, RID);
FUNC3(body_set_param, RID, BodyParameter, real_t);
FUNC2RC(real_t, body_get_param, RID, BodyParameter);
FUNC3(body_set_state, RID, BodyState, const Variant &);
FUNC2RC(Variant, body_get_state, RID, BodyState);
FUNC2(body_set_applied_force, RID, const Vector3 &);
FUNC1RC(Vector3, body_get_applied_force, RID);
FUNC2(body_set_applied_torque, RID, const Vector3 &);
FUNC1RC(Vector3, body_get_applied_torque, RID);
FUNC2(body_add_central_force, RID, const Vector3 &);
FUNC3(body_add_force, RID, const Vector3 &, const Vector3 &);
FUNC2(body_add_torque, RID, const Vector3 &);
FUNC2(body_apply_torque_impulse, RID, const Vector3 &);
FUNC2(body_apply_central_impulse, RID, const Vector3 &);
FUNC3(body_apply_impulse, RID, const Vector3 &, const Vector3 &);
FUNC2(body_set_axis_velocity, RID, const Vector3 &);
FUNC3(body_set_axis_lock, RID, BodyAxis, bool);
FUNC2RC(bool, body_is_axis_locked, RID, BodyAxis);
FUNC2(body_add_collision_exception, RID, RID);
FUNC2(body_remove_collision_exception, RID, RID);
FUNC2S(body_get_collision_exceptions, RID, List<RID> *);
FUNC2(body_set_max_contacts_reported, RID, int);
FUNC1RC(int, body_get_max_contacts_reported, RID);
FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t);
FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID);
FUNC2(body_set_omit_force_integration, RID, bool);
FUNC1RC(bool, body_is_omitting_force_integration, RID);
FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &);
FUNC2(body_set_ray_pickable, RID, bool);
bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>()) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_3d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes, p_exclude);
}
int body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_3d_server->body_test_ray_separation(p_body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
}
// this function only works on physics process, errors and returns null otherwise
PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
return physics_3d_server->body_get_direct_state(p_body);
}
/* SOFT BODY API */
FUNCRID(soft_body)
FUNC2(soft_body_update_rendering_server, RID, class RenderingServerHandler *)
FUNC2(soft_body_set_space, RID, RID)
FUNC1RC(RID, soft_body_get_space, RID)
FUNC2(soft_body_set_ray_pickable, RID, bool);
FUNC2(soft_body_set_collision_layer, RID, uint32_t)
FUNC1RC(uint32_t, soft_body_get_collision_layer, RID)
FUNC2(soft_body_set_collision_mask, RID, uint32_t)
FUNC1RC(uint32_t, soft_body_get_collision_mask, RID)
FUNC2(soft_body_add_collision_exception, RID, RID)
FUNC2(soft_body_remove_collision_exception, RID, RID)
FUNC2S(soft_body_get_collision_exceptions, RID, List<RID> *)
FUNC3(soft_body_set_state, RID, BodyState, const Variant &);
FUNC2RC(Variant, soft_body_get_state, RID, BodyState);
FUNC2(soft_body_set_transform, RID, const Transform3D &);
FUNC2(soft_body_set_simulation_precision, RID, int);
FUNC1RC(int, soft_body_get_simulation_precision, RID);
FUNC2(soft_body_set_total_mass, RID, real_t);
FUNC1RC(real_t, soft_body_get_total_mass, RID);
FUNC2(soft_body_set_linear_stiffness, RID, real_t);
FUNC1RC(real_t, soft_body_get_linear_stiffness, RID);
FUNC2(soft_body_set_pressure_coefficient, RID, real_t);
FUNC1RC(real_t, soft_body_get_pressure_coefficient, RID);
FUNC2(soft_body_set_damping_coefficient, RID, real_t);
FUNC1RC(real_t, soft_body_get_damping_coefficient, RID);
FUNC2(soft_body_set_drag_coefficient, RID, real_t);
FUNC1RC(real_t, soft_body_get_drag_coefficient, RID);
FUNC2(soft_body_set_mesh, RID, const REF &);
FUNC1RC(AABB, soft_body_get_bounds, RID);
FUNC3(soft_body_move_point, RID, int, const Vector3 &);
FUNC2RC(Vector3, soft_body_get_point_global_position, RID, int);
FUNC1(soft_body_remove_all_pinned_points, RID);
FUNC3(soft_body_pin_point, RID, int, bool);
FUNC2RC(bool, soft_body_is_point_pinned, RID, int);
/* JOINT API */
FUNCRID(joint)
FUNC1(joint_clear, RID)
FUNC5(joint_make_pin, RID, RID, const Vector3 &, RID, const Vector3 &)
FUNC3(pin_joint_set_param, RID, PinJointParam, real_t)
FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam)
FUNC2(pin_joint_set_local_a, RID, const Vector3 &)
FUNC1RC(Vector3, pin_joint_get_local_a, RID)
FUNC2(pin_joint_set_local_b, RID, const Vector3 &)
FUNC1RC(Vector3, pin_joint_get_local_b, RID)
FUNC5(joint_make_hinge, RID, RID, const Transform3D &, RID, const Transform3D &)
FUNC7(joint_make_hinge_simple, RID, RID, const Vector3 &, const Vector3 &, RID, const Vector3 &, const Vector3 &)
FUNC3(hinge_joint_set_param, RID, HingeJointParam, real_t)
FUNC2RC(real_t, hinge_joint_get_param, RID, HingeJointParam)
FUNC3(hinge_joint_set_flag, RID, HingeJointFlag, bool)
FUNC2RC(bool, hinge_joint_get_flag, RID, HingeJointFlag)
FUNC5(joint_make_slider, RID, RID, const Transform3D &, RID, const Transform3D &)
FUNC3(slider_joint_set_param, RID, SliderJointParam, real_t)
FUNC2RC(real_t, slider_joint_get_param, RID, SliderJointParam)
FUNC5(joint_make_cone_twist, RID, RID, const Transform3D &, RID, const Transform3D &)
FUNC3(cone_twist_joint_set_param, RID, ConeTwistJointParam, real_t)
FUNC2RC(real_t, cone_twist_joint_get_param, RID, ConeTwistJointParam)
FUNC5(joint_make_generic_6dof, RID, RID, const Transform3D &, RID, const Transform3D &)
FUNC4(generic_6dof_joint_set_param, RID, Vector3::Axis, G6DOFJointAxisParam, real_t)
FUNC3RC(real_t, generic_6dof_joint_get_param, RID, Vector3::Axis, G6DOFJointAxisParam)
FUNC4(generic_6dof_joint_set_flag, RID, Vector3::Axis, G6DOFJointAxisFlag, bool)
FUNC3RC(bool, generic_6dof_joint_get_flag, RID, Vector3::Axis, G6DOFJointAxisFlag)
FUNC1RC(JointType, joint_get_type, RID);
FUNC2(joint_set_solver_priority, RID, int);
FUNC1RC(int, joint_get_solver_priority, RID);
FUNC2(joint_disable_collisions_between_bodies, RID, const bool);
FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID);
/* MISC */
FUNC1(free, RID);
FUNC1(set_active, bool);
FUNC1(set_collision_iterations, int);
virtual void init() override;
virtual void step(real_t p_step) override;
virtual void sync() override;
virtual void end_sync() override;
virtual void flush_queries() override;
virtual void finish() override;
virtual bool is_flushing_queries() const override {
return physics_3d_server->is_flushing_queries();
}
int get_process_info(ProcessInfo p_info) override {
return physics_3d_server->get_process_info(p_info);
}
PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread);
~PhysicsServer3DWrapMT();
#undef ServerNameWrapMT
#undef ServerName
#undef server_name
#undef WRITE_ACTION
};
#ifdef DEBUG_SYNC
#undef DEBUG_SYNC
#endif
#undef SYNC_DEBUG
#endif // PHYSICS3DSERVERWRAPMT_H