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
)
216 lines
6.2 KiB
C++
216 lines
6.2 KiB
C++
/*************************************************************************/
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/* broad_phase_basic.cpp */
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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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#include "broad_phase_basic.h"
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#include "list.h"
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#include "print_string.h"
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BroadPhaseSW::ID BroadPhaseBasic::create(CollisionObjectSW *p_object_, int p_subindex) {
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if (p_object_==NULL) {
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ERR_FAIL_COND_V(p_object_==NULL,0);
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}
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current++;
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Element e;
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e.owner=p_object_;
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e._static=false;
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e.subindex=p_subindex;
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element_map[current]=e;
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return current;
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}
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void BroadPhaseBasic::move(ID p_id, const AABB& p_aabb) {
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Map<ID,Element>::Element *E=element_map.find(p_id);
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ERR_FAIL_COND(!E);
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E->get().aabb=p_aabb;
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}
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void BroadPhaseBasic::set_static(ID p_id, bool p_static) {
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Map<ID,Element>::Element *E=element_map.find(p_id);
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ERR_FAIL_COND(!E);
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E->get()._static=p_static;
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}
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void BroadPhaseBasic::remove(ID p_id) {
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Map<ID,Element>::Element *E=element_map.find(p_id);
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ERR_FAIL_COND(!E);
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List<PairKey> to_erase;
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//unpair must be done immediately on removal to avoid potential invalid pointers
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for (Map<PairKey,void*>::Element *F=pair_map.front();F;F=F->next()) {
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if (F->key().a==p_id || F->key().b==p_id) {
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if (unpair_callback) {
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Element *elem_A=&element_map[F->key().a];
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Element *elem_B=&element_map[F->key().b];
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unpair_callback(elem_A->owner,elem_A->subindex,elem_B->owner,elem_B->subindex,F->get(),unpair_userdata);
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}
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to_erase.push_back(F->key());
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}
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}
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while(to_erase.size()) {
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pair_map.erase(to_erase.front()->get());
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to_erase.pop_front();
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}
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element_map.erase(E);
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}
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CollisionObjectSW *BroadPhaseBasic::get_object(ID p_id) const {
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const Map<ID,Element>::Element *E=element_map.find(p_id);
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ERR_FAIL_COND_V(!E,NULL);
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return E->get().owner;
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}
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bool BroadPhaseBasic::is_static(ID p_id) const {
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const Map<ID,Element>::Element *E=element_map.find(p_id);
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ERR_FAIL_COND_V(!E,false);
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return E->get()._static;
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}
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int BroadPhaseBasic::get_subindex(ID p_id) const {
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const Map<ID,Element>::Element *E=element_map.find(p_id);
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ERR_FAIL_COND_V(!E,-1);
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return E->get().subindex;
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}
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int BroadPhaseBasic::cull_segment(const Vector3& p_from, const Vector3& p_to,CollisionObjectSW** p_results,int p_max_results,int *p_result_indices) {
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int rc=0;
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for (Map<ID,Element>::Element *E=element_map.front();E;E=E->next()) {
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const AABB aabb=E->get().aabb;
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if (aabb.intersects_segment(p_from,p_to)) {
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p_results[rc]=E->get().owner;
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p_result_indices[rc]=E->get().subindex;
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rc++;
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if (rc>=p_max_results)
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break;
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}
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}
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return rc;
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}
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int BroadPhaseBasic::cull_aabb(const AABB& p_aabb,CollisionObjectSW** p_results,int p_max_results,int *p_result_indices) {
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int rc=0;
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for (Map<ID,Element>::Element *E=element_map.front();E;E=E->next()) {
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const AABB aabb=E->get().aabb;
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if (aabb.intersects(p_aabb)) {
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p_results[rc]=E->get().owner;
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p_result_indices[rc]=E->get().subindex;
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rc++;
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if (rc>=p_max_results)
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break;
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}
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}
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return rc;
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}
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void BroadPhaseBasic::set_pair_callback(PairCallback p_pair_callback,void *p_userdata) {
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pair_userdata=p_userdata;
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pair_callback=p_pair_callback;
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}
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void BroadPhaseBasic::set_unpair_callback(UnpairCallback p_pair_callback,void *p_userdata) {
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unpair_userdata=p_userdata;
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unpair_callback=p_pair_callback;
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}
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void BroadPhaseBasic::update() {
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// recompute pairs
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for(Map<ID,Element>::Element *I=element_map.front();I;I=I->next()) {
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for(Map<ID,Element>::Element *J=I->next();J;J=J->next()) {
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Element *elem_A=&I->get();
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Element *elem_B=&J->get();
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if (elem_A->owner == elem_B->owner)
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continue;
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bool pair_ok=elem_A->aabb.intersects( elem_B->aabb ) && (!elem_A->_static || !elem_B->_static );
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PairKey key(I->key(),J->key());
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Map<PairKey,void*>::Element *E=pair_map.find(key);
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if (!pair_ok && E) {
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if (unpair_callback)
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unpair_callback(elem_A->owner,elem_A->subindex,elem_B->owner,elem_B->subindex,E->get(),unpair_userdata);
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pair_map.erase(key);
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}
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if (pair_ok && !E) {
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void *data=NULL;
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if (pair_callback)
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data=pair_callback(elem_A->owner,elem_A->subindex,elem_B->owner,elem_B->subindex,unpair_userdata);
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pair_map.insert(key,data);
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}
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}
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}
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}
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BroadPhaseSW *BroadPhaseBasic::_create() {
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return memnew( BroadPhaseBasic );
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}
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BroadPhaseBasic::BroadPhaseBasic() {
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current=1;
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unpair_callback=NULL;
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unpair_userdata=NULL;
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pair_callback=NULL;
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pair_userdata=NULL;
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}
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