/*************************************************************************/ /* shape_sw.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 SHAPE_SW_H #define SHAPE_SW_H #include "core/math/bsp_tree.h" #include "core/math/geometry.h" #include "servers/physics_server.h" /* SHAPE_LINE, ///< plane:"plane" SHAPE_SEGMENT, ///< real_t:"length" SHAPE_CIRCLE, ///< real_t:"radius" SHAPE_RECTANGLE, ///< vec3:"extents" SHAPE_CONVEX_POLYGON, ///< array of planes:"planes" SHAPE_CONCAVE_POLYGON, ///< Vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array) SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error */ class ShapeSW; class ShapeOwnerSW : public RID_Data { public: virtual void _shape_changed() = 0; virtual void remove_shape(ShapeSW *p_shape) = 0; virtual ~ShapeOwnerSW() {} }; class ShapeSW : public RID_Data { RID self; AABB aabb; bool configured; real_t custom_bias; Map owners; protected: void configure(const AABB &p_aabb); public: enum { MAX_SUPPORTS = 8 }; virtual real_t get_area() const { return aabb.get_area(); } _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } _FORCE_INLINE_ RID get_self() const { return self; } virtual PhysicsServer::ShapeType get_type() const = 0; _FORCE_INLINE_ AABB get_aabb() const { return aabb; } _FORCE_INLINE_ bool is_configured() const { return configured; } virtual bool is_concave() const { return false; } virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const = 0; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const = 0; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const = 0; virtual bool intersect_point(const Vector3 &p_point) const = 0; virtual Vector3 get_moment_of_inertia(real_t p_mass) const = 0; virtual void set_data(const Variant &p_data) = 0; virtual Variant get_data() const = 0; _FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; } _FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; } void add_owner(ShapeOwnerSW *p_owner); void remove_owner(ShapeOwnerSW *p_owner); bool is_owner(ShapeOwnerSW *p_owner) const; const Map &get_owners() const; ShapeSW(); virtual ~ShapeSW(); }; class ConcaveShapeSW : public ShapeSW { public: virtual bool is_concave() const { return true; } typedef void (*Callback)(void *p_userdata, ShapeSW *p_convex); virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const { r_amount = 0; } virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const = 0; ConcaveShapeSW() {} }; class PlaneShapeSW : public ShapeSW { Plane plane; void _setup(const Plane &p_plane); public: Plane get_plane() const; virtual real_t get_area() const { return Math_INF; } virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_PLANE; } virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const { r_amount = 0; } virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; virtual bool intersect_point(const Vector3 &p_point) const; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; virtual Vector3 get_moment_of_inertia(real_t p_mass) const; virtual void set_data(const Variant &p_data); virtual Variant get_data() const; PlaneShapeSW(); }; class RayShapeSW : public ShapeSW { real_t length; bool slips_on_slope; void _setup(real_t p_length, bool p_slips_on_slope); public: real_t get_length() const; bool get_slips_on_slope() const; virtual real_t get_area() const { return 0.0; } virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_RAY; } virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; virtual bool intersect_point(const Vector3 &p_point) const; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; virtual Vector3 get_moment_of_inertia(real_t p_mass) const; virtual void set_data(const Variant &p_data); virtual Variant get_data() const; RayShapeSW(); }; class SphereShapeSW : public ShapeSW { real_t radius; void _setup(real_t p_radius); public: real_t get_radius() const; virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius; } virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_SPHERE; } virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; virtual bool intersect_point(const Vector3 &p_point) const; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; virtual Vector3 get_moment_of_inertia(real_t p_mass) const; virtual void set_data(const Variant &p_data); virtual Variant get_data() const; SphereShapeSW(); }; class BoxShapeSW : public ShapeSW { Vector3 half_extents; void _setup(const Vector3 &p_half_extents); public: _FORCE_INLINE_ Vector3 get_half_extents() const { return half_extents; } virtual real_t get_area() const { return 8 * half_extents.x * half_extents.y * half_extents.z; } virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_BOX; } virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; virtual bool intersect_point(const Vector3 &p_point) const; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; virtual Vector3 get_moment_of_inertia(real_t p_mass) const; virtual void set_data(const Variant &p_data); virtual Variant get_data() const; BoxShapeSW(); }; class CapsuleShapeSW : public ShapeSW { real_t height; real_t radius; void _setup(real_t p_height, real_t p_radius); public: _FORCE_INLINE_ real_t get_height() const { return height; } _FORCE_INLINE_ real_t get_radius() const { return radius; } virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; } virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CAPSULE; } virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; virtual bool intersect_point(const Vector3 &p_point) const; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; virtual Vector3 get_moment_of_inertia(real_t p_mass) const; virtual void set_data(const Variant &p_data); virtual Variant get_data() const; CapsuleShapeSW(); }; struct ConvexPolygonShapeSW : public ShapeSW { Geometry::MeshData mesh; void _setup(const Vector &p_vertices); public: const Geometry::MeshData &get_mesh() const { return mesh; } virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CONVEX_POLYGON; } virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; virtual bool intersect_point(const Vector3 &p_point) const; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; virtual Vector3 get_moment_of_inertia(real_t p_mass) const; virtual void set_data(const Variant &p_data); virtual Variant get_data() const; ConvexPolygonShapeSW(); }; struct _VolumeSW_BVH; struct FaceShapeSW; struct ConcavePolygonShapeSW : public ConcaveShapeSW { // always a trimesh struct Face { Vector3 normal; int indices[3]; }; PoolVector faces; PoolVector vertices; struct BVH { AABB aabb; int left; int right; int face_index; }; PoolVector bvh; struct _CullParams { AABB aabb; Callback callback; void *userdata; const Face *faces; const Vector3 *vertices; const BVH *bvh; FaceShapeSW *face; }; struct _SegmentCullParams { Vector3 from; Vector3 to; const Face *faces; const Vector3 *vertices; const BVH *bvh; Vector3 dir; Vector3 result; Vector3 normal; real_t min_d; int collisions; }; void _cull_segment(int p_idx, _SegmentCullParams *p_params) const; void _cull(int p_idx, _CullParams *p_params) const; void _fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx); void _setup(PoolVector p_faces); public: PoolVector get_faces() const; virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CONCAVE_POLYGON; } virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; virtual bool intersect_point(const Vector3 &p_point) const; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const; virtual Vector3 get_moment_of_inertia(real_t p_mass) const; virtual void set_data(const Variant &p_data); virtual Variant get_data() const; ConcavePolygonShapeSW(); }; struct HeightMapShapeSW : public ConcaveShapeSW { PoolVector heights; int width; int depth; real_t cell_size; //void _cull_segment(int p_idx,_SegmentCullParams *p_params) const; //void _cull(int p_idx,_CullParams *p_params) const; void _setup(PoolVector p_heights, int p_width, int p_depth, real_t p_cell_size); public: PoolVector get_heights() const; int get_width() const; int get_depth() const; real_t get_cell_size() const; virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_HEIGHTMAP; } virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const; virtual bool intersect_point(const Vector3 &p_point) const; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const; virtual Vector3 get_moment_of_inertia(real_t p_mass) const; virtual void set_data(const Variant &p_data); virtual Variant get_data() const; HeightMapShapeSW(); }; //used internally struct FaceShapeSW : public ShapeSW { Vector3 normal; //cache Vector3 vertex[3]; virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CONCAVE_POLYGON; } const Vector3 &get_vertex(int p_idx) const { return vertex[p_idx]; } void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const; Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const; bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; virtual bool intersect_point(const Vector3 &p_point) const; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; Vector3 get_moment_of_inertia(real_t p_mass) const; virtual void set_data(const Variant &p_data) {} virtual Variant get_data() const { return Variant(); } FaceShapeSW(); }; struct MotionShapeSW : public ShapeSW { ShapeSW *shape; Vector3 motion; virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CONVEX_POLYGON; } void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { Vector3 cast = p_transform.basis.xform(motion); real_t mina, maxa; real_t minb, maxb; Transform ofsb = p_transform; ofsb.origin += cast; shape->project_range(p_normal, p_transform, mina, maxa); shape->project_range(p_normal, ofsb, minb, maxb); r_min = MIN(mina, minb); r_max = MAX(maxa, maxb); } Vector3 get_support(const Vector3 &p_normal) const { Vector3 support = shape->get_support(p_normal); if (p_normal.dot(motion) > 0) { support += motion; } return support; } virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const { r_amount = 0; } bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { return false; } virtual bool intersect_point(const Vector3 &p_point) const { return false; } virtual Vector3 get_closest_point_to(const Vector3 &p_point) const { return p_point; } Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); } virtual void set_data(const Variant &p_data) {} virtual Variant get_data() const { return Variant(); } MotionShapeSW() { configure(AABB()); } }; struct _ShapeTestConvexBSPSW { const BSP_Tree *bsp; const ShapeSW *shape; Transform transform; _FORCE_INLINE_ void project_range(const Vector3 &p_normal, real_t &r_min, real_t &r_max) const { shape->project_range(p_normal, transform, r_min, r_max); } }; #endif // SHAPESW_H