That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
101 lines
3.7 KiB
C++
101 lines
3.7 KiB
C++
/*************************************************************************/
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/* broad_phase_basic.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BROAD_PHASE_BASIC_H
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#define BROAD_PHASE_BASIC_H
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#include "broad_phase_sw.h"
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#include "map.h"
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class BroadPhaseBasic : public BroadPhaseSW {
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struct Element {
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CollisionObjectSW *owner;
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bool _static;
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AABB aabb;
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int subindex;
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};
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Map<ID,Element> element_map;
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ID current;
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struct PairKey {
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union {
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struct {
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ID a;
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ID b;
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};
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uint64_t key;
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};
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_FORCE_INLINE_ bool operator<(const PairKey& p_key) const {
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return key < p_key.key;
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}
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PairKey() { key=0; }
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PairKey(ID p_a, ID p_b) { if (p_a>p_b) { a=p_b; b=p_a; } else { a=p_a; b=p_b; }}
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};
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Map<PairKey,void*> pair_map;
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PairCallback pair_callback;
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void *pair_userdata;
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UnpairCallback unpair_callback;
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void *unpair_userdata;
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public:
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// 0 is an invalid ID
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virtual ID create(CollisionObjectSW *p_object_, int p_subindex=0);
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virtual void move(ID p_id, const AABB& p_aabb);
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virtual void set_static(ID p_id, bool p_static);
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virtual void remove(ID p_id);
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virtual CollisionObjectSW *get_object(ID p_id) const;
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virtual bool is_static(ID p_id) const;
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virtual int get_subindex(ID p_id) const;
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virtual int cull_segment(const Vector3& p_from, const Vector3& p_to,CollisionObjectSW** p_results,int p_max_results,int *p_result_indices=NULL);
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virtual int cull_aabb(const AABB& p_aabb,CollisionObjectSW** p_results,int p_max_results,int *p_result_indices=NULL);
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virtual void set_pair_callback(PairCallback p_pair_callback,void *p_userdata);
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virtual void set_unpair_callback(UnpairCallback p_unpair_callback,void *p_userdata);
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virtual void update();
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static BroadPhaseSW *_create();
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BroadPhaseBasic();
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};
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#endif // BROAD_PHASE_BASIC_H
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