godot/servers/physics_3d/godot_broad_phase_3d_bvh.cpp
PouleyKetchoupp cc39dca9f7 Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
2021-10-18 17:01:10 -07:00

119 lines
5.4 KiB
C++

/*************************************************************************/
/* godot_broad_phase_3d_bvh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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, */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "godot_broad_phase_3d_bvh.h"
#include "godot_collision_object_3d.h"
GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
ID oid = bvh.create(p_object, true, p_aabb, p_subindex, !p_static, 1 << p_object->get_type(), p_static ? 0 : 0xFFFFF); // Pair everything, don't care?
return oid + 1;
}
void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
bvh.move(p_id - 1, p_aabb);
}
void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {
GodotCollisionObject3D *it = bvh.get(p_id - 1);
bvh.set_pairable(p_id - 1, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF, false); // Pair everything, don't care?
}
void GodotBroadPhase3DBVH::remove(ID p_id) {
bvh.erase(p_id - 1);
}
GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const {
GodotCollisionObject3D *it = bvh.get(p_id - 1);
ERR_FAIL_COND_V(!it, nullptr);
return it;
}
bool GodotBroadPhase3DBVH::is_static(ID p_id) const {
return !bvh.is_pairable(p_id - 1);
}
int GodotBroadPhase3DBVH::get_subindex(ID p_id) const {
return bvh.get_subindex(p_id - 1);
}
int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_point(p_point, p_results, p_max_results, p_result_indices);
}
int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices);
}
int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices);
}
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) {
GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self);
if (!bpo->pair_callback) {
return nullptr;
}
return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
}
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) {
GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self);
if (!bpo->unpair_callback) {
return;
}
bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
}
void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
pair_callback = p_pair_callback;
pair_userdata = p_userdata;
}
void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
unpair_callback = p_unpair_callback;
unpair_userdata = p_userdata;
}
void GodotBroadPhase3DBVH::update() {
bvh.update();
}
GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() {
return memnew(GodotBroadPhase3DBVH);
}
GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() {
bvh.set_pair_callback(_pair_callback, this);
bvh.set_unpair_callback(_unpair_callback, this);
}