f199d2c33c
Minimal approach to fixing regression whereby static areas where not detect dynamic areas.
122 lines
5.6 KiB
C++
122 lines
5.6 KiB
C++
/*************************************************************************/
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/* godot_broad_phase_3d_bvh.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "godot_broad_phase_3d_bvh.h"
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#include "godot_collision_object_3d.h"
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GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
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uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
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uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
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ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
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return oid + 1;
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}
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void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
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bvh.move(p_id - 1, p_aabb);
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}
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void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {
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uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
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uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
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bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
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}
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void GodotBroadPhase3DBVH::remove(ID p_id) {
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bvh.erase(p_id - 1);
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}
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GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const {
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GodotCollisionObject3D *it = bvh.get(p_id - 1);
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ERR_FAIL_COND_V(!it, nullptr);
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return it;
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}
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bool GodotBroadPhase3DBVH::is_static(ID p_id) const {
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uint32_t tree_id = bvh.get_tree_id(p_id - 1);
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return tree_id == 0;
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}
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int GodotBroadPhase3DBVH::get_subindex(ID p_id) const {
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return bvh.get_subindex(p_id - 1);
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}
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int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
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return bvh.cull_point(p_point, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
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}
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int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
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return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
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}
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int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
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return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
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}
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void *GodotBroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B) {
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GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self);
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if (!bpo->pair_callback) {
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return nullptr;
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}
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return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
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}
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void GodotBroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B, void *pairdata) {
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GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self);
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if (!bpo->unpair_callback) {
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return;
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}
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bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
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}
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void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
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pair_callback = p_pair_callback;
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pair_userdata = p_userdata;
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}
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void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
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unpair_callback = p_unpair_callback;
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unpair_userdata = p_userdata;
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}
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void GodotBroadPhase3DBVH::update() {
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bvh.update();
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}
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GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() {
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return memnew(GodotBroadPhase3DBVH);
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}
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GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() {
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bvh.set_pair_callback(_pair_callback, this);
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bvh.set_unpair_callback(_unpair_callback, this);
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}
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