virtualx-engine/core/math/bsp_tree.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* bsp_tree.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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<Node> nodes;
Vector<Plane> 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 <class T>
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<Node> get_nodes() const;
Vector<Plane> 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 <class T>
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<Face3> &p_faces, real_t p_error_radius = 0);
BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const AABB &p_aabb, real_t p_error_radius = 0);
~BSP_Tree();
};
template <class T>
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 <class T>
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<BSP_Tree> {
_FORCE_INLINE_ static BSP_Tree convert(const void *p_ptr) {
BSP_Tree s(Variant(*reinterpret_cast<const Dictionary *>(p_ptr)));
return s;
}
_FORCE_INLINE_ static void encode(BSP_Tree p_val, void *p_ptr) {
Dictionary *d = reinterpret_cast<Dictionary *>(p_ptr);
*d = Variant(p_val);
}
};
template <>
struct PtrToArg<const BSP_Tree &> {
_FORCE_INLINE_ static BSP_Tree convert(const void *p_ptr) {
BSP_Tree s(Variant(*reinterpret_cast<const Dictionary *>(p_ptr)));
return s;
}
};
#endif
#endif