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 | |