godot_broad_phase_3d_bvh.cpp 5.8 KB

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  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. #include "godot_broad_phase_3d_bvh.h"
  31. #include "godot_collision_object_3d.h"
  32. GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
  33. uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
  34. uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
  35. ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
  36. return oid + 1;
  37. }
  38. void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
  39. ERR_FAIL_COND(!p_id);
  40. bvh.move(p_id - 1, p_aabb);
  41. }
  42. void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {
  43. ERR_FAIL_COND(!p_id);
  44. uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
  45. uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
  46. bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
  47. }
  48. void GodotBroadPhase3DBVH::remove(ID p_id) {
  49. ERR_FAIL_COND(!p_id);
  50. bvh.erase(p_id - 1);
  51. }
  52. GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const {
  53. ERR_FAIL_COND_V(!p_id, nullptr);
  54. GodotCollisionObject3D *it = bvh.get(p_id - 1);
  55. ERR_FAIL_NULL_V(it, nullptr);
  56. return it;
  57. }
  58. bool GodotBroadPhase3DBVH::is_static(ID p_id) const {
  59. ERR_FAIL_COND_V(!p_id, false);
  60. uint32_t tree_id = bvh.get_tree_id(p_id - 1);
  61. return tree_id == 0;
  62. }
  63. int GodotBroadPhase3DBVH::get_subindex(ID p_id) const {
  64. ERR_FAIL_COND_V(!p_id, 0);
  65. return bvh.get_subindex(p_id - 1);
  66. }
  67. int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
  68. return bvh.cull_point(p_point, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
  69. }
  70. int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
  71. return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
  72. }
  73. int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
  74. return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
  75. }
  76. 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) {
  77. GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
  78. if (!bpo->pair_callback) {
  79. return nullptr;
  80. }
  81. return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
  82. }
  83. 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) {
  84. GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
  85. if (!bpo->unpair_callback) {
  86. return;
  87. }
  88. bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
  89. }
  90. void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
  91. pair_callback = p_pair_callback;
  92. pair_userdata = p_userdata;
  93. }
  94. void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
  95. unpair_callback = p_unpair_callback;
  96. unpair_userdata = p_userdata;
  97. }
  98. void GodotBroadPhase3DBVH::update() {
  99. bvh.update();
  100. }
  101. GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() {
  102. return memnew(GodotBroadPhase3DBVH);
  103. }
  104. GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() {
  105. bvh.set_pair_callback(_pair_callback, this);
  106. bvh.set_unpair_callback(_unpair_callback, this);
  107. }