godot/servers/physics_2d/collision_object_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

148 lines
5.9 KiB
C++

/*************************************************************************/
/* collision_object_2d_sw.h */
/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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#ifndef COLLISION_OBJECT_2D_SW_H
#define COLLISION_OBJECT_2D_SW_H
#include "broad_phase_2d_sw.h"
#include "self_list.h"
#include "servers/physics_2d_server.h"
#include "shape_2d_sw.h"
class Space2DSW;
class CollisionObject2DSW : public ShapeOwner2DSW {
public:
enum Type {
TYPE_AREA,
TYPE_BODY
};
private:
Type type;
RID self;
ObjectID instance_id;
bool pickable;
struct Shape {
Matrix32 xform;
Matrix32 xform_inv;
BroadPhase2DSW::ID bpid;
Rect2 aabb_cache; //for rayqueries
Shape2DSW *shape;
Variant metadata;
bool trigger;
Shape() { trigger = false; }
};
Vector<Shape> shapes;
Space2DSW *space;
Matrix32 transform;
Matrix32 inv_transform;
uint32_t collision_mask;
uint32_t layer_mask;
bool _static;
void _update_shapes();
protected:
void _update_shapes_with_motion(const Vector2 &p_motion);
void _unregister_shapes();
_FORCE_INLINE_ void _set_transform(const Matrix32 &p_transform, bool p_update_shapes = true) {
transform = p_transform;
if (p_update_shapes) {
_update_shapes();
}
}
_FORCE_INLINE_ void _set_inv_transform(const Matrix32 &p_transform) { inv_transform = p_transform; }
void _set_static(bool p_static);
virtual void _shapes_changed() = 0;
virtual void _shape_index_removed(int p_index) = 0;
void _set_space(Space2DSW *space);
CollisionObject2DSW(Type p_type);
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
_FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
void _shape_changed();
_FORCE_INLINE_ Type get_type() const { return type; }
void add_shape(Shape2DSW *p_shape, const Matrix32 &p_transform = Matrix32());
void set_shape(int p_index, Shape2DSW *p_shape);
void set_shape_transform(int p_index, const Matrix32 &p_transform);
void set_shape_metadata(int p_index, const Variant &p_metadata);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
_FORCE_INLINE_ Shape2DSW *get_shape(int p_index) const { return shapes[p_index].shape; }
_FORCE_INLINE_ const Matrix32 &get_shape_transform(int p_index) const { return shapes[p_index].xform; }
_FORCE_INLINE_ const Matrix32 &get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
_FORCE_INLINE_ const Rect2 &get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
_FORCE_INLINE_ const Variant &get_shape_metadata(int p_index) const { return shapes[p_index].metadata; }
_FORCE_INLINE_ Matrix32 get_transform() const { return transform; }
_FORCE_INLINE_ Matrix32 get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ Space2DSW *get_space() const { return space; }
_FORCE_INLINE_ void set_shape_as_trigger(int p_idx, bool p_enable) { shapes[p_idx].trigger = p_enable; }
_FORCE_INLINE_ bool is_shape_set_as_trigger(int p_idx) const { return shapes[p_idx].trigger; }
void set_collision_mask(uint32_t p_mask) { collision_mask = p_mask; }
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
void set_layer_mask(uint32_t p_mask) { layer_mask = p_mask; }
_FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; }
void remove_shape(Shape2DSW *p_shape);
void remove_shape(int p_index);
virtual void set_space(Space2DSW *p_space) = 0;
_FORCE_INLINE_ bool is_static() const { return _static; }
void set_pickable(bool p_pickable) { pickable = p_pickable; }
_FORCE_INLINE_ bool is_pickable() const { return pickable; }
_FORCE_INLINE_ bool test_collision_mask(CollisionObject2DSW *p_other) const {
return layer_mask & p_other->collision_mask || p_other->layer_mask & collision_mask;
}
virtual ~CollisionObject2DSW() {}
};
#endif // COLLISION_OBJECT_2D_SW_H