d630269593
Replaced the previous implementation for backface collision handling (in test_axis function from SAT algorithm) with much simpler logic in the collision generation phase with face shapes, in order to get rid of wrong contacts when backface collision is disabled. Now it just ignores the generated collision if the contact normal is against the face normal, with a threshold to keep edge contacts. Added a special case for soft bodies to invert the collision instead of ignoring it, because for now it's the best solution to avoid soft bodies to go through concave shapes (they use small spheres). This might be replaced with a better algorithm for soft bodies later.
511 lines
21 KiB
C++
511 lines
21 KiB
C++
/*************************************************************************/
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/* godot_shape_3d.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 GODOT_SHAPE_3D_H
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#define GODOT_SHAPE_3D_H
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#include "core/math/geometry_3d.h"
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#include "core/templates/local_vector.h"
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#include "servers/physics_server_3d.h"
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class GodotShape3D;
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class GodotShapeOwner3D {
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public:
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virtual void _shape_changed() = 0;
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virtual void remove_shape(GodotShape3D *p_shape) = 0;
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virtual ~GodotShapeOwner3D() {}
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};
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class GodotShape3D {
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RID self;
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AABB aabb;
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bool configured = false;
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real_t custom_bias = 0.0;
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Map<GodotShapeOwner3D *, int> owners;
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protected:
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void configure(const AABB &p_aabb);
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public:
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enum FeatureType {
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FEATURE_POINT,
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FEATURE_EDGE,
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FEATURE_FACE,
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FEATURE_CIRCLE,
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};
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virtual real_t get_volume() const { return aabb.get_volume(); }
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_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
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_FORCE_INLINE_ RID get_self() const { return self; }
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virtual PhysicsServer3D::ShapeType get_type() const = 0;
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_FORCE_INLINE_ const AABB &get_aabb() const { return aabb; }
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_FORCE_INLINE_ bool is_configured() const { return configured; }
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virtual bool is_concave() const { return false; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const = 0;
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virtual Vector3 get_support(const Vector3 &p_normal) const;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const = 0;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const = 0;
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virtual bool intersect_point(const Vector3 &p_point) const = 0;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const = 0;
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virtual void set_data(const Variant &p_data) = 0;
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virtual Variant get_data() const = 0;
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_FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; }
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_FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; }
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void add_owner(GodotShapeOwner3D *p_owner);
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void remove_owner(GodotShapeOwner3D *p_owner);
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bool is_owner(GodotShapeOwner3D *p_owner) const;
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const Map<GodotShapeOwner3D *, int> &get_owners() const;
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GodotShape3D() {}
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virtual ~GodotShape3D();
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};
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class GodotConcaveShape3D : public GodotShape3D {
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public:
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virtual bool is_concave() const override { return true; }
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
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// Returns true to stop the query.
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typedef bool (*QueryCallback)(void *p_userdata, GodotShape3D *p_convex);
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virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const = 0;
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GodotConcaveShape3D() {}
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};
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class GodotWorldBoundaryShape3D : public GodotShape3D {
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Plane plane;
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void _setup(const Plane &p_plane);
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public:
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Plane get_plane() const;
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virtual real_t get_volume() const override { return INFINITY; }
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_WORLD_BOUNDARY; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override;
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virtual Variant get_data() const override;
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GodotWorldBoundaryShape3D();
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};
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class GodotSeparationRayShape3D : public GodotShape3D {
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real_t length = 1.0;
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bool slide_on_slope = false;
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void _setup(real_t p_length, bool p_slide_on_slope);
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public:
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real_t get_length() const;
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bool get_slide_on_slope() const;
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virtual real_t get_volume() const override { return 0.0; }
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SEPARATION_RAY; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override;
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virtual Variant get_data() const override;
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GodotSeparationRayShape3D();
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};
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class GodotSphereShape3D : public GodotShape3D {
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real_t radius = 0.0;
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void _setup(real_t p_radius);
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public:
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real_t get_radius() const;
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virtual real_t get_volume() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius; }
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SPHERE; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override;
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virtual Variant get_data() const override;
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GodotSphereShape3D();
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};
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class GodotBoxShape3D : public GodotShape3D {
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Vector3 half_extents;
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void _setup(const Vector3 &p_half_extents);
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public:
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_FORCE_INLINE_ Vector3 get_half_extents() const { return half_extents; }
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virtual real_t get_volume() const override { return 8 * half_extents.x * half_extents.y * half_extents.z; }
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_BOX; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override;
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virtual Variant get_data() const override;
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GodotBoxShape3D();
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};
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class GodotCapsuleShape3D : public GodotShape3D {
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real_t height = 0.0;
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real_t radius = 0.0;
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void _setup(real_t p_height, real_t p_radius);
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public:
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_FORCE_INLINE_ real_t get_height() const { return height; }
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_FORCE_INLINE_ real_t get_radius() const { return radius; }
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virtual real_t get_volume() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; }
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CAPSULE; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override;
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virtual Variant get_data() const override;
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GodotCapsuleShape3D();
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};
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class GodotCylinderShape3D : public GodotShape3D {
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real_t height = 0.0;
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real_t radius = 0.0;
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void _setup(real_t p_height, real_t p_radius);
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public:
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_FORCE_INLINE_ real_t get_height() const { return height; }
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_FORCE_INLINE_ real_t get_radius() const { return radius; }
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virtual real_t get_volume() const override { return height * Math_PI * radius * radius; }
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CYLINDER; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override;
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virtual Variant get_data() const override;
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GodotCylinderShape3D();
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};
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struct GodotConvexPolygonShape3D : public GodotShape3D {
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Geometry3D::MeshData mesh;
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void _setup(const Vector<Vector3> &p_vertices);
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public:
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const Geometry3D::MeshData &get_mesh() const { return mesh; }
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override;
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virtual Variant get_data() const override;
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GodotConvexPolygonShape3D();
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};
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struct _Volume_BVH;
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struct GodotFaceShape3D;
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struct GodotConcavePolygonShape3D : public GodotConcaveShape3D {
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// always a trimesh
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struct Face {
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Vector3 normal;
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int indices[3] = {};
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};
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Vector<Face> faces;
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Vector<Vector3> vertices;
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struct BVH {
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AABB aabb;
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int left = 0;
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int right = 0;
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int face_index = 0;
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};
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Vector<BVH> bvh;
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struct _CullParams {
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AABB aabb;
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QueryCallback callback = nullptr;
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void *userdata = nullptr;
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const Face *faces = nullptr;
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const Vector3 *vertices = nullptr;
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const BVH *bvh = nullptr;
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GodotFaceShape3D *face = nullptr;
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};
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struct _SegmentCullParams {
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Vector3 from;
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Vector3 to;
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Vector3 dir;
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const Face *faces = nullptr;
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const Vector3 *vertices = nullptr;
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const BVH *bvh = nullptr;
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GodotFaceShape3D *face = nullptr;
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Vector3 result;
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Vector3 normal;
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real_t min_d = 1e20;
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int collisions = 0;
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};
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bool backface_collision = false;
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void _cull_segment(int p_idx, _SegmentCullParams *p_params) const;
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bool _cull(int p_idx, _CullParams *p_params) const;
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void _fill_bvh(_Volume_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx);
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void _setup(const Vector<Vector3> &p_faces, bool p_backface_collision);
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public:
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Vector<Vector3> get_faces() const;
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override;
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virtual Variant get_data() const override;
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GodotConcavePolygonShape3D();
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};
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struct GodotHeightMapShape3D : public GodotConcaveShape3D {
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Vector<real_t> heights;
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int width = 0;
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int depth = 0;
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Vector3 local_origin;
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// Accelerator.
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struct Range {
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real_t min = 0.0;
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real_t max = 0.0;
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};
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LocalVector<Range> bounds_grid;
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int bounds_grid_width = 0;
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int bounds_grid_depth = 0;
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static const int BOUNDS_CHUNK_SIZE = 16;
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_FORCE_INLINE_ const Range &_get_bounds_chunk(int p_x, int p_z) const {
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return bounds_grid[(p_z * bounds_grid_width) + p_x];
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}
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_FORCE_INLINE_ real_t _get_height(int p_x, int p_z) const {
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return heights[(p_z * width) + p_x];
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}
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_FORCE_INLINE_ void _get_point(int p_x, int p_z, Vector3 &r_point) const {
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r_point.x = p_x - 0.5 * (width - 1.0);
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r_point.y = _get_height(p_x, p_z);
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r_point.z = p_z - 0.5 * (depth - 1.0);
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}
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void _get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const;
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void _build_accelerator();
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template <typename ProcessFunction>
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bool _intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const;
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void _setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
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public:
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Vector<real_t> get_heights() const;
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int get_width() const;
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int get_depth() const;
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_HEIGHTMAP; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override;
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virtual Variant get_data() const override;
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GodotHeightMapShape3D();
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};
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//used internally
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struct GodotFaceShape3D : public GodotShape3D {
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Vector3 normal; //cache
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Vector3 vertex[3];
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bool backface_collision = false;
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bool invert_backface_collision = false;
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
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const Vector3 &get_vertex(int p_idx) const { return vertex[p_idx]; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
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virtual void set_data(const Variant &p_data) override {}
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virtual Variant get_data() const override { return Variant(); }
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GodotFaceShape3D();
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};
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struct GodotMotionShape3D : public GodotShape3D {
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GodotShape3D *shape = nullptr;
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Vector3 motion;
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override {
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Vector3 cast = p_transform.basis.xform(motion);
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real_t mina, maxa;
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real_t minb, maxb;
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Transform3D ofsb = p_transform;
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ofsb.origin += cast;
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shape->project_range(p_normal, p_transform, mina, maxa);
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shape->project_range(p_normal, ofsb, minb, maxb);
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r_min = MIN(mina, minb);
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r_max = MAX(maxa, maxb);
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}
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virtual Vector3 get_support(const Vector3 &p_normal) const override {
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Vector3 support = shape->get_support(p_normal);
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if (p_normal.dot(motion) > 0) {
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support += motion;
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}
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return support;
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}
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override { return false; }
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virtual bool intersect_point(const Vector3 &p_point) const override { return false; }
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; }
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); }
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virtual void set_data(const Variant &p_data) override {}
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virtual Variant get_data() const override { return Variant(); }
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GodotMotionShape3D() { configure(AABB()); }
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};
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#endif // GODOT_SHAPE_3D_H
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