Move Godot Physics 2D into a module; add dummy 2D physics server

If the module is enabled (default), 2D physics works as it did before.

If the module is disabled and no other 2D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 2D physics functionality (and
a warning is printed).

The dummy 2D physics server can also be selected explicitly, in which
case no warning is printed.
This commit is contained in:
Ricardo Buring 2024-08-07 21:15:17 +02:00
parent 4254946de9
commit 7c4c4b9987
47 changed files with 497 additions and 29 deletions

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@ -63,6 +63,11 @@ Copyright: 2011, Ole Kniemeyer, MAXON, www.maxon.net
2007-2014, Juan Linietsky, Ariel Manzur
License: Expat and Zlib
Files: ./modules/godot_physics_2d/godot_joints_2d.cpp
Comment: Chipmunk2D Joint Constraints
Copyright: 2007, Scott Lembcke
License: Expat
Files: ./modules/godot_physics_3d/gjk_epa.cpp
./modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.cpp
./modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.h
@ -126,11 +131,6 @@ Copyright: 2001, Robert Penner
2007-2014, Juan Linietsky, Ariel Manzur
License: Expat
Files: ./servers/physics_2d/godot_joints_2d.cpp
Comment: Chipmunk2D Joint Constraints
Copyright: 2007, Scott Lembcke
License: Expat
Files: ./servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
./servers/rendering/renderer_rd/shaders/ssao_blur.glsl
./servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl

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@ -2215,6 +2215,7 @@
<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 2D physics.
"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
"Dummy" is a 2D physics server that does nothing and returns only dummy values, effectively disabling all 2D physics functionality.
</member>
<member name="physics/2d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
If [code]true[/code], the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.

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@ -80,6 +80,7 @@
#include "servers/navigation_server_2d.h"
#include "servers/navigation_server_2d_dummy.h"
#include "servers/physics_server_2d.h"
#include "servers/physics_server_2d_dummy.h"
#ifndef _3D_DISABLED
#include "servers/physics_server_3d.h"
@ -340,7 +341,15 @@ void initialize_physics() {
// Physics server not found, Use the default physics
physics_server_2d = PhysicsServer2DManager::get_singleton()->new_default_server();
}
ERR_FAIL_NULL(physics_server_2d);
// Fall back to dummy if no default server has been registered.
if (!physics_server_2d) {
WARN_PRINT(vformat("Falling back to dummy PhysicsServer2D; 2D physics functionality will be disabled. If this is intended, set the %s project setting to Dummy.", PhysicsServer2DManager::setting_property_name));
physics_server_2d = memnew(PhysicsServer2DDummy);
}
// Should be impossible, but make sure it's not null.
ERR_FAIL_NULL_MSG(physics_server_2d, "Failed to initialize PhysicsServer2D.");
physics_server_2d->init();
}

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@ -0,0 +1,5 @@
#!/usr/bin/env python
Import('env')
env.add_source_files(env.modules_sources, "*.cpp")

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@ -0,0 +1,6 @@
def can_build(env, platform):
return True
def configure(env):
pass

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@ -0,0 +1,61 @@
/**************************************************************************/
/* register_types.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "register_types.h"
#include "godot_physics_server_2d.h"
#include "servers/physics_server_2d.h"
#include "servers/physics_server_2d_wrap_mt.h"
static PhysicsServer2D *_createGodotPhysics2DCallback() {
#ifdef THREADS_ENABLED
bool using_threads = GLOBAL_GET("physics/2d/run_on_separate_thread");
#else
bool using_threads = false;
#endif
PhysicsServer2D *physics_server_2d = memnew(GodotPhysicsServer2D(using_threads));
return memnew(PhysicsServer2DWrapMT(physics_server_2d, using_threads));
}
void initialize_godot_physics_2d_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SERVERS) {
return;
}
PhysicsServer2DManager::get_singleton()->register_server("GodotPhysics2D", callable_mp_static(_createGodotPhysics2DCallback));
PhysicsServer2DManager::get_singleton()->set_default_server("GodotPhysics2D");
}
void uninitialize_godot_physics_2d_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SERVERS) {
return;
}
}

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@ -0,0 +1,39 @@
/**************************************************************************/
/* register_types.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef GODOT_PHYSICS_2D_REGISTER_TYPES_H
#define GODOT_PHYSICS_2D_REGISTER_TYPES_H
#include "modules/register_module_types.h"
void initialize_godot_physics_2d_module(ModuleInitializationLevel p_level);
void uninitialize_godot_physics_2d_module(ModuleInitializationLevel p_level);
#endif // GODOT_PHYSICS_2D_REGISTER_TYPES_H

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@ -34,7 +34,7 @@
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/2d/physics/physics_body_2d.h"
#include "scene/resources/2d/circle_shape_2d.h"
#include "servers/physics_2d/godot_physics_server_2d.h"
#include "servers/physics_server_2d.h"
void ShapeCast2D::set_target_position(const Vector2 &p_point) {
target_position = p_point;

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@ -322,6 +322,7 @@ def generate_scu_files(max_includes_per_scu):
process_folder(["modules/openxr"], ["register_types"])
process_folder(["modules/openxr/action_map"])
process_folder(["modules/openxr/editor"])
process_folder(["modules/godot_physics_2d"])
process_folder(["modules/godot_physics_3d"])
process_folder(["modules/godot_physics_3d/joints"])
@ -350,7 +351,6 @@ def generate_scu_files(max_includes_per_scu):
process_folder(["servers/rendering/renderer_rd/effects"])
process_folder(["servers/rendering/renderer_rd/environment"])
process_folder(["servers/rendering/renderer_rd/storage_rd"])
process_folder(["servers/physics_2d"])
process_folder(["servers/audio"])
process_folder(["servers/audio/effects"])

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@ -25,8 +25,6 @@ SConscript("navigation/SCsub")
SConscript("rendering/SCsub")
SConscript("text/SCsub")
SConscript("physics_2d/SCsub")
if not env["disable_3d"]:
env.add_source_files(env.servers_sources, "physics_server_3d.cpp")
env.add_source_files(env.servers_sources, "physics_server_3d_wrap_mt.cpp")

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@ -1,5 +0,0 @@
#!/usr/bin/env python
Import("env")
env.add_source_files(env.servers_sources, "*.cpp")

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@ -972,7 +972,9 @@ String PhysicsServer2DManager::get_server_name(int p_id) {
}
PhysicsServer2D *PhysicsServer2DManager::new_default_server() {
ERR_FAIL_COND_V(default_server_id == -1, nullptr);
if (default_server_id == -1) {
return nullptr;
}
Variant ret;
Callable::CallError ce;
physics_2d_servers[default_server_id].create_callback.callp(nullptr, 0, ret, ce);

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@ -0,0 +1,350 @@
/**************************************************************************/
/* physics_server_2d_dummy.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef PHYSICS_SERVER_2D_DUMMY_H
#define PHYSICS_SERVER_2D_DUMMY_H
#include "physics_server_2d.h"
class PhysicsDirectBodyState2DDummy : public PhysicsDirectBodyState2D {
GDCLASS(PhysicsDirectBodyState2DDummy, PhysicsDirectBodyState2D);
PhysicsDirectSpaceState2D *space_state_dummy = nullptr;
public:
virtual Vector2 get_total_gravity() const override { return Vector2(); }
virtual real_t get_total_linear_damp() const override { return 0; }
virtual real_t get_total_angular_damp() const override { return 0; }
virtual Vector2 get_center_of_mass() const override { return Vector2(); }
virtual Vector2 get_center_of_mass_local() const override { return Vector2(); }
virtual real_t get_inverse_mass() const override { return 0; }
virtual real_t get_inverse_inertia() const override { return 0; }
virtual void set_linear_velocity(const Vector2 &p_velocity) override {}
virtual Vector2 get_linear_velocity() const override { return Vector2(); }
virtual void set_angular_velocity(real_t p_velocity) override {}
virtual real_t get_angular_velocity() const override { return 0; }
virtual void set_transform(const Transform2D &p_transform) override {}
virtual Transform2D get_transform() const override { return Transform2D(); }
virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override { return Vector2(); }
virtual void apply_central_impulse(const Vector2 &p_impulse) override {}
virtual void apply_torque_impulse(real_t p_torque) override {}
virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override {}
virtual void apply_central_force(const Vector2 &p_force) override {}
virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override {}
virtual void apply_torque(real_t p_torque) override {}
virtual void add_constant_central_force(const Vector2 &p_force) override {}
virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override {}
virtual void add_constant_torque(real_t p_torque) override {}
virtual void set_constant_force(const Vector2 &p_force) override {}
virtual Vector2 get_constant_force() const override { return Vector2(); }
virtual void set_constant_torque(real_t p_torque) override {}
virtual real_t get_constant_torque() const override { return 0; }
virtual void set_sleep_state(bool p_enable) override {}
virtual bool is_sleeping() const override { return false; }
virtual int get_contact_count() const override { return 0; }
virtual Vector2 get_contact_local_position(int p_contact_idx) const override { return Vector2(); }
virtual Vector2 get_contact_local_normal(int p_contact_idx) const override { return Vector2(); }
virtual int get_contact_local_shape(int p_contact_idx) const override { return 0; }
virtual Vector2 get_contact_local_velocity_at_position(int p_contact_idx) const override { return Vector2(); }
virtual RID get_contact_collider(int p_contact_idx) const override { return RID(); }
virtual Vector2 get_contact_collider_position(int p_contact_idx) const override { return Vector2(); }
virtual ObjectID get_contact_collider_id(int p_contact_idx) const override { return ObjectID(); }
virtual Object *get_contact_collider_object(int p_contact_idx) const override { return nullptr; }
virtual int get_contact_collider_shape(int p_contact_idx) const override { return 0; }
virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override { return Vector2(); }
virtual Vector2 get_contact_impulse(int p_contact_idx) const override { return Vector2(); }
virtual real_t get_step() const override { return 0; }
virtual void integrate_forces() override {}
virtual PhysicsDirectSpaceState2D *get_space_state() override { return space_state_dummy; }
PhysicsDirectBodyState2DDummy(PhysicsDirectSpaceState2D *p_space_state_dummy) {
space_state_dummy = p_space_state_dummy;
}
};
class PhysicsDirectSpaceState2DDummy : public PhysicsDirectSpaceState2D {
GDCLASS(PhysicsDirectSpaceState2DDummy, PhysicsDirectSpaceState2D);
public:
virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override { return false; }
virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override { return 0; }
virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override { return 0; }
virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) override { return false; }
virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) override { return false; }
virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override { return false; }
};
class PhysicsServer2DDummy : public PhysicsServer2D {
GDCLASS(PhysicsServer2DDummy, PhysicsServer2D);
PhysicsDirectSpaceState2DDummy *space_state_dummy = nullptr;
PhysicsDirectBodyState2DDummy *body_state_dummy = nullptr;
public:
virtual RID world_boundary_shape_create() override { return RID(); }
virtual RID separation_ray_shape_create() override { return RID(); }
virtual RID segment_shape_create() override { return RID(); }
virtual RID circle_shape_create() override { return RID(); }
virtual RID rectangle_shape_create() override { return RID(); }
virtual RID capsule_shape_create() override { return RID(); }
virtual RID convex_polygon_shape_create() override { return RID(); }
virtual RID concave_polygon_shape_create() override { return RID(); }
virtual void shape_set_data(RID p_shape, const Variant &p_data) override {}
virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) override {}
virtual ShapeType shape_get_type(RID p_shape) const override { return ShapeType::SHAPE_CIRCLE; }
virtual Variant shape_get_data(RID p_shape) const override { return Variant(); }
virtual real_t shape_get_custom_solver_bias(RID p_shape) const override { return 0; }
virtual bool shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) override { return false; }
/* SPACE API */
virtual RID space_create() override { return RID(); }
virtual void space_set_active(RID p_space, bool p_active) override {}
virtual bool space_is_active(RID p_space) const override { return false; }
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) override {}
virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const override { return 0; }
virtual PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) override { return space_state_dummy; }
virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) override {}
virtual Vector<Vector2> space_get_contacts(RID p_space) const override { return Vector<Vector2>(); }
virtual int space_get_contact_count(RID p_space) const override { return 0; }
/* AREA API */
virtual RID area_create() override { return RID(); }
virtual void area_set_space(RID p_area, RID p_space) override {}
virtual RID area_get_space(RID p_area) const override { return RID(); }
virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) override {}
virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) override {}
virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) override {}
virtual int area_get_shape_count(RID p_area) const override { return 0; }
virtual RID area_get_shape(RID p_area, int p_shape_idx) const override { return RID(); }
virtual Transform2D area_get_shape_transform(RID p_area, int p_shape_idx) const override { return Transform2D(); }
virtual void area_remove_shape(RID p_area, int p_shape_idx) override {}
virtual void area_clear_shapes(RID p_area) override {}
virtual void area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) override {}
virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id) override {}
virtual ObjectID area_get_object_instance_id(RID p_area) const override { return ObjectID(); }
virtual void area_attach_canvas_instance_id(RID p_area, ObjectID p_id) override {}
virtual ObjectID area_get_canvas_instance_id(RID p_area) const override { return ObjectID(); }
virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) override {}
virtual void area_set_transform(RID p_area, const Transform2D &p_transform) override {}
virtual Variant area_get_param(RID p_parea, AreaParameter p_param) const override { return Variant(); }
virtual Transform2D area_get_transform(RID p_area) const override { return Transform2D(); }
virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override {}
virtual uint32_t area_get_collision_layer(RID p_area) const override { return 0; }
virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override {}
virtual uint32_t area_get_collision_mask(RID p_area) const override { return 0; }
virtual void area_set_monitorable(RID p_area, bool p_monitorable) override {}
virtual void area_set_pickable(RID p_area, bool p_pickable) override {}
virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override {}
virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override {}
/* BODY API */
virtual RID body_create() override { return RID(); }
virtual void body_set_space(RID p_body, RID p_space) override {}
virtual RID body_get_space(RID p_body) const override { return RID(); }
virtual void body_set_mode(RID p_body, BodyMode p_mode) override {}
virtual BodyMode body_get_mode(RID p_body) const override { return BodyMode::BODY_MODE_STATIC; }
virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) override {}
virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) override {}
virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) override {}
virtual int body_get_shape_count(RID p_body) const override { return 0; }
virtual RID body_get_shape(RID p_body, int p_shape_idx) const override { return RID(); }
virtual Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const override { return Transform2D(); }
virtual void body_set_shape_disabled(RID p_body, int p_shape, bool p_disabled) override {}
virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape, bool p_enabled, real_t p_margin = 0) override {}
virtual void body_remove_shape(RID p_body, int p_shape_idx) override {}
virtual void body_clear_shapes(RID p_body) override {}
virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) override {}
virtual ObjectID body_get_object_instance_id(RID p_body) const override { return ObjectID(); }
virtual void body_attach_canvas_instance_id(RID p_body, ObjectID p_id) override {}
virtual ObjectID body_get_canvas_instance_id(RID p_body) const override { return ObjectID(); }
virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) override {}
virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const override { return CCDMode::CCD_MODE_DISABLED; }
virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) override {}
virtual uint32_t body_get_collision_layer(RID p_body) const override { return 0; }
virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override {}
virtual uint32_t body_get_collision_mask(RID p_body) const override { return 0; }
virtual void body_set_collision_priority(RID p_body, real_t p_priority) override {}
virtual real_t body_get_collision_priority(RID p_body) const override { return 0; }
virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override {}
virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override { return Variant(); }
virtual void body_reset_mass_properties(RID p_body) override {}
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override {}
virtual Variant body_get_state(RID p_body, BodyState p_state) const override { return Variant(); }
virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) override {}
virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) override {}
virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override {}
virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) override {}
virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override {}
virtual void body_apply_torque(RID p_body, real_t p_torque) override {}
virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) override {}
virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override {}
virtual void body_add_constant_torque(RID p_body, real_t p_torque) override {}
virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) override {}
virtual Vector2 body_get_constant_force(RID p_body) const override { return Vector2(); }
virtual void body_set_constant_torque(RID p_body, real_t p_torque) override {}
virtual real_t body_get_constant_torque(RID p_body) const override { return 0; }
virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) override {}
virtual void body_add_collision_exception(RID p_body, RID p_body_b) override {}
virtual void body_remove_collision_exception(RID p_body, RID p_body_b) override {}
virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override {}
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override {}
virtual int body_get_max_contacts_reported(RID p_body) const override { return 0; }
virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) override {}
virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const override { return 0; }
virtual void body_set_omit_force_integration(RID p_body, bool p_omit) override {}
virtual bool body_is_omitting_force_integration(RID p_body) const override { return false; }
virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) override {}
virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override {}
virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override { return false; }
virtual void body_set_pickable(RID p_body, bool p_pickable) override {}
virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override { return body_state_dummy; }
virtual bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) override { return false; }
/* JOINT API */
virtual RID joint_create() override { return RID(); }
virtual void joint_clear(RID p_joint) override {}
virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value) override {}
virtual real_t joint_get_param(RID p_joint, JointParam p_param) const override { return 0; }
virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) override {}
virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const override { return false; }
virtual void joint_make_pin(RID p_joint, const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) override {}
virtual void joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) override {}
virtual void joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) override {}
virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) override {}
virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const override { return 0; }
virtual void pin_joint_set_flag(RID p_joint, PinJointFlag p_flag, bool p_enabled) override {}
virtual bool pin_joint_get_flag(RID p_joint, PinJointFlag p_flag) const override { return false; }
virtual void damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) override {}
virtual real_t damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const override { return 0; }
virtual JointType joint_get_type(RID p_joint) const override { return JointType::JOINT_TYPE_PIN; }
/* MISC */
virtual void free(RID p_rid) override {}
virtual void set_active(bool p_active) override {}
virtual void init() override {
space_state_dummy = memnew(PhysicsDirectSpaceState2DDummy);
body_state_dummy = memnew(PhysicsDirectBodyState2DDummy(space_state_dummy));
}
virtual void step(real_t p_step) override {}
virtual void sync() override {}
virtual void flush_queries() override {}
virtual void end_sync() override {}
virtual void finish() override {
memdelete(body_state_dummy);
memdelete(space_state_dummy);
}
virtual bool is_flushing_queries() const override { return false; }
virtual int get_process_info(ProcessInfo p_info) override { return 0; }
};
#endif // PHYSICS_SERVER_2D_DUMMY_H

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@ -81,8 +81,8 @@
// 2D physics and navigation.
#include "navigation_server_2d.h"
#include "physics_2d/godot_physics_server_2d.h"
#include "physics_server_2d.h"
#include "physics_server_2d_dummy.h"
#include "physics_server_2d_wrap_mt.h"
#include "servers/extensions/physics_server_2d_extension.h"
@ -111,16 +111,8 @@ static PhysicsServer3D *_create_dummy_physics_server_3d() {
}
#endif // _3D_DISABLED
static PhysicsServer2D *_createGodotPhysics2DCallback() {
#ifdef THREADS_ENABLED
bool using_threads = GLOBAL_GET("physics/2d/run_on_separate_thread");
#else
bool using_threads = false;
#endif
PhysicsServer2D *physics_server_2d = memnew(GodotPhysicsServer2D(using_threads));
return memnew(PhysicsServer2DWrapMT(physics_server_2d, using_threads));
static PhysicsServer2D *_create_dummy_physics_server_2d() {
return memnew(PhysicsServer2DDummy);
}
static bool has_server_feature_callback(const String &p_feature) {
@ -281,8 +273,7 @@ void register_server_types() {
GLOBAL_DEF(PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"), "DEFAULT");
PhysicsServer2DManager::get_singleton()->register_server("GodotPhysics2D", callable_mp_static(_createGodotPhysics2DCallback));
PhysicsServer2DManager::get_singleton()->set_default_server("GodotPhysics2D");
PhysicsServer2DManager::get_singleton()->register_server("Dummy", callable_mp_static(_create_dummy_physics_server_2d));
GDREGISTER_ABSTRACT_CLASS(NavigationServer2D);
GDREGISTER_CLASS(NavigationPathQueryParameters2D);

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@ -38,6 +38,7 @@
#include "scene/main/canvas_layer.h"
#include "scene/main/window.h"
#include "scene/resources/2d/rectangle_shape_2d.h"
#include "servers/physics_server_2d_dummy.h"
#include "tests/test_macros.h"
@ -1550,6 +1551,12 @@ int TestArea2D::counter = 0;
TEST_CASE("[SceneTree][Viewport] Physics Picking 2D") {
// FIXME: MOUSE_MODE_CAPTURED if-conditions are not testable, because DisplayServerMock doesn't support it.
// NOTE: This test requires a real physics server.
PhysicsServer2DDummy *physics_server_2d_dummy = Object::cast_to<PhysicsServer2DDummy>(PhysicsServer2D::get_singleton());
if (physics_server_2d_dummy) {
return;
}
struct PickingCollider {
TestArea2D *a;
CollisionShape2D *c;

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@ -174,6 +174,7 @@
#include "servers/navigation_server_3d.h"
#endif // _3D_DISABLED
#include "servers/physics_server_2d.h"
#include "servers/physics_server_2d_dummy.h"
#ifndef _3D_DISABLED
#include "servers/physics_server_3d.h"
#include "servers/physics_server_3d_dummy.h"
@ -298,6 +299,9 @@ struct GodotTestCaseListener : public doctest::IReporter {
#endif // _3D_DISABLED
physics_server_2d = PhysicsServer2DManager::get_singleton()->new_default_server();
if (!physics_server_2d) {
physics_server_2d = memnew(PhysicsServer2DDummy);
}
physics_server_2d->init();
#ifndef _3D_DISABLED