/*************************************************************************/ /* bsp_tree.h */ /*************************************************************************/ /* 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, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef BSP_TREE_H #define BSP_TREE_H #include "core/math/aabb.h" #include "core/math/face3.h" #include "core/math/plane.h" #include "core/method_ptrcall.h" #include "core/pool_vector.h" #include "core/variant.h" #include "core/vector.h" class BSP_Tree { public: enum { UNDER_LEAF = 0xFFFF, OVER_LEAF = 0xFFFE, MAX_NODES = 0xFFFE, MAX_PLANES = (1 << 16) }; struct Node { uint16_t plane; uint16_t under; uint16_t over; }; private: // thanks to the properties of Vector, // this class can be assigned and passed around between threads // with no cost. Vector nodes; Vector planes; AABB aabb; real_t error_radius; 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; template bool _test_convex(const Node *p_nodes, const Plane *p_planes, int p_current, const T &p_convex) const; public: bool is_empty() const { return nodes.size() == 0; } Vector get_nodes() const; Vector get_planes() const; AABB get_aabb() const; bool point_is_inside(const Vector3 &p_point) const; int get_points_inside(const Vector3 *p_points, int p_point_count) const; template bool convex_is_inside(const T &p_convex) const; operator Variant() const; void from_aabb(const AABB &p_aabb); BSP_Tree(); BSP_Tree(const Variant &p_variant); BSP_Tree(const PoolVector &p_faces, real_t p_error_radius = 0); BSP_Tree(const Vector &p_nodes, const Vector &p_planes, const AABB &p_aabb, real_t p_error_radius = 0); ~BSP_Tree(); }; template bool BSP_Tree::_test_convex(const Node *p_nodes, const Plane *p_planes, int p_current, const T &p_convex) const { if (p_current == UNDER_LEAF) return true; else if (p_current == OVER_LEAF) return false; bool collided = false; const Node &n = p_nodes[p_current]; const Plane &p = p_planes[n.plane]; real_t min, max; p_convex.project_range(p.normal, min, max); bool go_under = min < p.d; bool go_over = max >= p.d; if (go_under && _test_convex(p_nodes, p_planes, n.under, p_convex)) collided = true; if (go_over && _test_convex(p_nodes, p_planes, n.over, p_convex)) collided = true; return collided; } template bool BSP_Tree::convex_is_inside(const T &p_convex) const { int node_count = nodes.size(); if (node_count == 0) return false; const Node *nodes = &this->nodes[0]; const Plane *planes = &this->planes[0]; return _test_convex(nodes, planes, node_count - 1, p_convex); } #ifdef PTRCALL_ENABLED template <> struct PtrToArg { _FORCE_INLINE_ static BSP_Tree convert(const void *p_ptr) { BSP_Tree s(Variant(*reinterpret_cast(p_ptr))); return s; } _FORCE_INLINE_ static void encode(BSP_Tree p_val, void *p_ptr) { Dictionary *d = reinterpret_cast(p_ptr); *d = Variant(p_val); } }; template <> struct PtrToArg { _FORCE_INLINE_ static BSP_Tree convert(const void *p_ptr) { BSP_Tree s(Variant(*reinterpret_cast(p_ptr))); return s; } }; #endif #endif