Exemple #1
0
void StepSW::_check_suspend(BodySW *p_island,float p_delta) {


	bool can_sleep=true;

	BodySW *b = p_island;
	while(b) {

		if (b->get_mode()==PhysicsServer::BODY_MODE_STATIC)
			continue; //ignore for static

		if (!b->sleep_test(p_delta))
			can_sleep=false;

		b=b->get_island_next();
	}

	//put all to sleep or wake up everyoen

	b = p_island;
	while(b) {

		if (b->get_mode()==PhysicsServer::BODY_MODE_STATIC)
			continue; //ignore for static

		bool active = b->is_active();

		if (active==can_sleep)
			b->set_active(!can_sleep);

		b=b->get_island_next();
	}
}
Exemple #2
0
PhysicsServer::BodyMode PhysicsServerSW::body_get_mode(RID p_body) const {

	BodySW *body = body_owner.get(p_body);
	ERR_FAIL_COND_V(!body,BODY_MODE_STATIC);

	return body->get_mode();
};
Exemple #3
0
void StepSW::_populate_island(BodySW* p_body,BodySW** p_island,ConstraintSW **p_constraint_island) {

	p_body->set_island_step(_step);
	p_body->set_island_next(*p_island);
	*p_island=p_body;

	for(Map<ConstraintSW*,int>::Element *E=p_body->get_constraint_map().front();E;E=E->next()) {

		ConstraintSW *c=(ConstraintSW*)E->key();
		if (c->get_island_step()==_step)
			continue; //already processed
		c->set_island_step(_step);
		c->set_island_next(*p_constraint_island);
		*p_constraint_island=c;


		for(int i=0;i<c->get_body_count();i++) {
			if (i==E->get())
				continue;
			BodySW *b = c->get_body_ptr()[i];
			if (b->get_island_step()==_step || b->get_mode()==PhysicsServer::BODY_MODE_STATIC)
				continue; //no go
			_populate_island(c->get_body_ptr()[i],p_island,p_constraint_island);
		}
	}
}
Exemple #4
0
_FORCE_INLINE_ static bool _match_object_type_query(CollisionObjectSW *p_object, uint32_t p_layer_mask, uint32_t p_type_mask) {

	if ((p_object->get_layer_mask()&p_layer_mask)==0)
		return false;

	if (p_object->get_type()==CollisionObjectSW::TYPE_AREA && !(p_type_mask&PhysicsDirectSpaceState::TYPE_MASK_AREA))
		return false;

	BodySW *body = static_cast<BodySW*>(p_object);

	return (1<<body->get_mode())&p_type_mask;

}