1/**************************************************************************/
2/* godot_broad_phase_3d_bvh.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
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19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "godot_broad_phase_3d_bvh.h"
32
33#include "godot_collision_object_3d.h"
34
35GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
36 uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
37 uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
38 ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
39 return oid + 1;
40}
41
42void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
43 ERR_FAIL_COND(!p_id);
44 bvh.move(p_id - 1, p_aabb);
45}
46
47void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {
48 ERR_FAIL_COND(!p_id);
49 uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
50 uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
51 bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
52}
53
54void GodotBroadPhase3DBVH::remove(ID p_id) {
55 ERR_FAIL_COND(!p_id);
56 bvh.erase(p_id - 1);
57}
58
59GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const {
60 ERR_FAIL_COND_V(!p_id, nullptr);
61 GodotCollisionObject3D *it = bvh.get(p_id - 1);
62 ERR_FAIL_COND_V(!it, nullptr);
63 return it;
64}
65
66bool GodotBroadPhase3DBVH::is_static(ID p_id) const {
67 ERR_FAIL_COND_V(!p_id, false);
68 uint32_t tree_id = bvh.get_tree_id(p_id - 1);
69 return tree_id == 0;
70}
71
72int GodotBroadPhase3DBVH::get_subindex(ID p_id) const {
73 ERR_FAIL_COND_V(!p_id, 0);
74 return bvh.get_subindex(p_id - 1);
75}
76
77int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
78 return bvh.cull_point(p_point, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
79}
80
81int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
82 return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
83}
84
85int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
86 return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
87}
88
89void *GodotBroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B) {
90 GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
91 if (!bpo->pair_callback) {
92 return nullptr;
93 }
94
95 return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
96}
97
98void GodotBroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B, void *pairdata) {
99 GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
100 if (!bpo->unpair_callback) {
101 return;
102 }
103
104 bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
105}
106
107void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
108 pair_callback = p_pair_callback;
109 pair_userdata = p_userdata;
110}
111
112void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
113 unpair_callback = p_unpair_callback;
114 unpair_userdata = p_userdata;
115}
116
117void GodotBroadPhase3DBVH::update() {
118 bvh.update();
119}
120
121GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() {
122 return memnew(GodotBroadPhase3DBVH);
123}
124
125GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() {
126 bvh.set_pair_callback(_pair_callback, this);
127 bvh.set_unpair_callback(_unpair_callback, this);
128}
129