48144ed40e
The BVH implementation is not checking collision layers on existing pairs on move like other physics broadphases do. This is solved by adding a new call to trigger pair callbacks again so the physics engine can check layers again (specific to the BVH version, other broadphase implementations just trigger a move like before).
74 lines
4.1 KiB
C++
74 lines
4.1 KiB
C++
/*************************************************************************/
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/* broad_phase_bvh.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 BROAD_PHASE_BVH_H
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#define BROAD_PHASE_BVH_H
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#include "broad_phase_sw.h"
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#include "core/math/bvh.h"
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class BroadPhaseBVH : public BroadPhaseSW {
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BVH_Manager<CollisionObjectSW, true, 128> bvh;
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static void *_pair_callback(void *p_self, uint32_t p_id_A, CollisionObjectSW *p_object_A, int p_subindex_A, uint32_t p_id_B, CollisionObjectSW *p_object_B, int p_subindex_B);
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static void _unpair_callback(void *p_self, uint32_t p_id_A, CollisionObjectSW *p_object_A, int p_subindex_A, uint32_t p_id_B, CollisionObjectSW *p_object_B, int p_subindex_B, void *p_pair_data);
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static void *_check_pair_callback(void *p_self, uint32_t p_id_A, CollisionObjectSW *p_object_A, int p_subindex_A, uint32_t p_id_B, CollisionObjectSW *p_object_B, int p_subindex_B, void *p_pair_data);
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PairCallback pair_callback;
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void *pair_userdata;
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UnpairCallback unpair_callback;
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void *unpair_userdata;
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public:
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// 0 is an invalid ID
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virtual ID create(CollisionObjectSW *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false);
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virtual void move(ID p_id, const AABB &p_aabb);
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virtual void recheck_pairs(ID p_id);
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virtual void set_static(ID p_id, bool p_static);
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virtual void remove(ID p_id);
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virtual CollisionObjectSW *get_object(ID p_id) const;
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virtual bool is_static(ID p_id) const;
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virtual int get_subindex(ID p_id) const;
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virtual int cull_point(const Vector3 &p_point, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = nullptr);
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virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = nullptr);
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virtual int cull_aabb(const AABB &p_aabb, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = nullptr);
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virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata);
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virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata);
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virtual void update();
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static BroadPhaseSW *_create();
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BroadPhaseBVH();
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};
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#endif // BROAD_PHASE_BVH_H
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