godot/servers/physics_3d/collision_object_3d_sw.cpp
PouleyKetchoupp 3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00

229 lines
7.3 KiB
C++

/*************************************************************************/
/* collision_object_3d_sw.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). */
/* */
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/* "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.*/
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/*************************************************************************/
#include "collision_object_3d_sw.h"
#include "servers/physics_3d/physics_server_3d_sw.h"
#include "space_3d_sw.h"
void CollisionObject3DSW::add_shape(Shape3DSW *p_shape, const Transform &p_transform, bool p_disabled) {
Shape s;
s.shape = p_shape;
s.xform = p_transform;
s.xform_inv = s.xform.affine_inverse();
s.bpid = 0; //needs update
s.disabled = p_disabled;
shapes.push_back(s);
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
//_update_shapes();
//_shapes_changed();
}
void CollisionObject3DSW::set_shape(int p_index, Shape3DSW *p_shape) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes[p_index].shape->remove_owner(this);
shapes.write[p_index].shape = p_shape;
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
//_update_shapes();
//_shapes_changed();
}
void CollisionObject3DSW::set_shape_transform(int p_index, const Transform &p_transform) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes.write[p_index].xform = p_transform;
shapes.write[p_index].xform_inv = p_transform.affine_inverse();
if (!pending_shape_update_list.in_list()) {
PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
//_update_shapes();
//_shapes_changed();
}
void CollisionObject3DSW::set_shape_as_disabled(int p_idx, bool p_enable) {
shapes.write[p_idx].disabled = p_enable;
if (!pending_shape_update_list.in_list()) {
PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
}
void CollisionObject3DSW::remove_shape(Shape3DSW *p_shape) {
//remove a shape, all the times it appears
for (int i = 0; i < shapes.size(); i++) {
if (shapes[i].shape == p_shape) {
remove_shape(i);
i--;
}
}
}
void CollisionObject3DSW::remove_shape(int p_index) {
//remove anything from shape to be erased to end, so subindices don't change
ERR_FAIL_INDEX(p_index, shapes.size());
for (int i = p_index; i < shapes.size(); i++) {
if (shapes[i].bpid == 0) {
continue;
}
//should never get here with a null owner
space->get_broadphase()->remove(shapes[i].bpid);
shapes.write[i].bpid = 0;
}
shapes[p_index].shape->remove_owner(this);
shapes.remove(p_index);
if (!pending_shape_update_list.in_list()) {
PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
//_update_shapes();
//_shapes_changed();
}
void CollisionObject3DSW::_set_static(bool p_static) {
if (_static == p_static) {
return;
}
_static = p_static;
if (!space) {
return;
}
for (int i = 0; i < get_shape_count(); i++) {
const Shape &s = shapes[i];
if (s.bpid > 0) {
space->get_broadphase()->set_static(s.bpid, _static);
}
}
}
void CollisionObject3DSW::_unregister_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.bpid > 0) {
space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
}
}
}
void CollisionObject3DSW::_update_shapes() {
if (!space) {
return;
}
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
//not quite correct, should compute the next matrix..
AABB shape_aabb = s.shape->get_aabb();
Transform xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
s.aabb_cache = shape_aabb;
Vector3 scale = xform.get_basis().get_scale();
s.area_cache = s.shape->get_area() * scale.x * scale.y * scale.z;
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
space->get_broadphase()->set_static(s.bpid, _static);
}
space->get_broadphase()->move(s.bpid, shape_aabb);
}
}
void CollisionObject3DSW::_update_shapes_with_motion(const Vector3 &p_motion) {
if (!space) {
return;
}
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
//not quite correct, should compute the next matrix..
AABB shape_aabb = s.shape->get_aabb();
Transform xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
shape_aabb.merge_with(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
s.aabb_cache = shape_aabb;
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
space->get_broadphase()->set_static(s.bpid, _static);
}
space->get_broadphase()->move(s.bpid, shape_aabb);
}
}
void CollisionObject3DSW::_set_space(Space3DSW *p_space) {
if (space) {
space->remove_object(this);
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.bpid) {
space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
}
}
}
space = p_space;
if (space) {
space->add_object(this);
_update_shapes();
}
}
void CollisionObject3DSW::_shape_changed() {
_update_shapes();
_shapes_changed();
}
CollisionObject3DSW::CollisionObject3DSW(Type p_type) :
pending_shape_update_list(this) {
_static = true;
type = p_type;
space = nullptr;
collision_layer = 1;
collision_mask = 1;
ray_pickable = true;
}