Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
166 lines
5.1 KiB
C++
166 lines
5.1 KiB
C++
/*************************************************************************/
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/* bsp_tree.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 BSP_TREE_H
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#define BSP_TREE_H
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#include "plane.h"
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#include "rect3.h"
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#include "face3.h"
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#include "vector.h"
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#include "dvector.h"
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#include "variant.h"
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#include "method_ptrcall.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class BSP_Tree {
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public:
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enum {
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UNDER_LEAF=0xFFFF,
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OVER_LEAF=0xFFFE,
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MAX_NODES=0xFFFE,
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MAX_PLANES=(1<<16)
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};
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struct Node {
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uint16_t plane;
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uint16_t under;
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uint16_t over;
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};
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private:
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// thanks to the properties of Vector,
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// this class can be assigned and passed around between threads
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// with no cost.
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Vector<Node> nodes;
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Vector<Plane> planes;
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Rect3 aabb;
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float error_radius;
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int _get_points_inside(int p_node,const Vector3* p_points,int *p_indices, const Vector3& p_center,const Vector3& p_half_extents,int p_indices_count) const;
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template<class T>
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bool _test_convex(const Node* p_nodes, const Plane* p_planes,int p_current, const T& p_convex) const;
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public:
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bool is_empty() const { return nodes.size()==0; }
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Vector<Node> get_nodes() const;
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Vector<Plane> get_planes() const;
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Rect3 get_aabb() const;
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bool point_is_inside(const Vector3& p_point) const;
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int get_points_inside(const Vector3* p_points, int p_point_count) const;
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template<class T>
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bool convex_is_inside(const T& p_convex) const;
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operator Variant() const;
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void from_aabb(const Rect3& p_aabb);
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BSP_Tree();
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BSP_Tree(const Variant& p_variant);
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BSP_Tree(const PoolVector<Face3>& p_faces,float p_error_radius=0);
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BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const Rect3& p_aabb,float p_error_radius=0);
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~BSP_Tree();
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};
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template<class T>
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bool BSP_Tree::_test_convex(const Node* p_nodes, const Plane* p_planes,int p_current, const T& p_convex) const {
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if (p_current==UNDER_LEAF)
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return true;
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else if (p_current==OVER_LEAF)
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return false;
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bool collided=false;
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const Node&n=p_nodes[p_current];
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const Plane& p=p_planes[n.plane];
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float min,max;
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p_convex.project_range(p.normal,min,max);
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bool go_under = min < p.d;
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bool go_over = max >= p.d;
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if (go_under && _test_convex(p_nodes,p_planes,n.under,p_convex))
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collided=true;
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if (go_over && _test_convex(p_nodes,p_planes,n.over,p_convex))
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collided=true;
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return collided;
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}
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template<class T>
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bool BSP_Tree::convex_is_inside(const T& p_convex) const {
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int node_count = nodes.size();
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if (node_count==0)
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return false;
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const Node* nodes=&this->nodes[0];
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const Plane* planes = &this->planes[0];
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return _test_convex(nodes,planes,node_count-1,p_convex);
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}
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#ifdef PTRCALL_ENABLED
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template<>
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struct PtrToArg<BSP_Tree> {
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_FORCE_INLINE_ static BSP_Tree convert(const void* p_ptr) {
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BSP_Tree s( Variant( *reinterpret_cast<const Dictionary*>(p_ptr) ) );
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return s;
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}
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_FORCE_INLINE_ static void encode(BSP_Tree p_val,void* p_ptr) {
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Dictionary *d = reinterpret_cast<Dictionary*>(p_ptr);
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*d=Variant(p_val);
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}
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};
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template<>
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struct PtrToArg<const BSP_Tree&> {
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_FORCE_INLINE_ static BSP_Tree convert(const void* p_ptr) {
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BSP_Tree s( Variant( *reinterpret_cast<const Dictionary*>(p_ptr) ) );
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return s;
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}
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};
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#endif
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#endif
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