virtualx-engine/servers/physics/broad_phase_bvh.h
PouleyKetchoupp 0dacc681b6 Fixed unnecessary bvh tree updates when calling set_pairable
Dynamic BVH doesn't update the tree anymore when calling set_pairable
with no parameter change.

Also modified Godot Physics broadphase to create objects directly with
pairable (static) set correctly to make use of this optimization for the
BVH broadphase.

Note: Octree broadphase doesn't use this optimization because it forces
an update on move, so passing the proper AABB and static parameters on
creation would cause the tree to update twice.
2021-05-04 12:24:31 -07:00

72 lines
3.8 KiB
C++

/*************************************************************************/
/* broad_phase_bvh.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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef BROAD_PHASE_BVH_H
#define BROAD_PHASE_BVH_H
#include "broad_phase_sw.h"
#include "core/math/bvh.h"
class BroadPhaseBVH : public BroadPhaseSW {
BVH_Manager<CollisionObjectSW, true, 128> bvh;
static void *_pair_callback(void *, uint32_t, CollisionObjectSW *, int, uint32_t, CollisionObjectSW *, int);
static void _unpair_callback(void *, uint32_t, CollisionObjectSW *, int, uint32_t, CollisionObjectSW *, int, void *);
PairCallback pair_callback;
void *pair_userdata;
UnpairCallback unpair_callback;
void *unpair_userdata;
public:
// 0 is an invalid ID
virtual ID create(CollisionObjectSW *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false);
virtual void move(ID p_id, const AABB &p_aabb);
virtual void set_static(ID p_id, bool p_static);
virtual void remove(ID p_id);
virtual CollisionObjectSW *get_object(ID p_id) const;
virtual bool is_static(ID p_id) const;
virtual int get_subindex(ID p_id) const;
virtual int cull_point(const Vector3 &p_point, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = nullptr);
virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = nullptr);
virtual int cull_aabb(const AABB &p_aabb, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = nullptr);
virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata);
virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata);
virtual void update();
static BroadPhaseSW *_create();
BroadPhaseBVH();
};
#endif // BROAD_PHASE_BVH_H