| 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: */ |
| 18 | /* */ |
| 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 */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 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 | |
| 35 | GodotBroadPhase3DBVH::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 | |
| 42 | void 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 | |
| 47 | void 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 | |
| 54 | void GodotBroadPhase3DBVH::remove(ID p_id) { |
| 55 | ERR_FAIL_COND(!p_id); |
| 56 | bvh.erase(p_id - 1); |
| 57 | } |
| 58 | |
| 59 | GodotCollisionObject3D *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 | |
| 66 | bool 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 | |
| 72 | int 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 | |
| 77 | int 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 | |
| 81 | int 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 | |
| 85 | int 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 | |
| 89 | void *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 | |
| 98 | void 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 | |
| 107 | void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) { |
| 108 | pair_callback = p_pair_callback; |
| 109 | pair_userdata = p_userdata; |
| 110 | } |
| 111 | |
| 112 | void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) { |
| 113 | unpair_callback = p_unpair_callback; |
| 114 | unpair_userdata = p_userdata; |
| 115 | } |
| 116 | |
| 117 | void GodotBroadPhase3DBVH::update() { |
| 118 | bvh.update(); |
| 119 | } |
| 120 | |
| 121 | GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() { |
| 122 | return memnew(GodotBroadPhase3DBVH); |
| 123 | } |
| 124 | |
| 125 | GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() { |
| 126 | bvh.set_pair_callback(_pair_callback, this); |
| 127 | bvh.set_unpair_callback(_unpair_callback, this); |
| 128 | } |
| 129 | |