1a2cb755e2
-=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
471 lines
14 KiB
C++
471 lines
14 KiB
C++
/*************************************************************************/
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/* shape_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 SHAPE_SW_H
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#define SHAPE_SW_H
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#include "servers/physics_server.h"
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#include "bsp_tree.h"
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#include "geometry.h"
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/*
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SHAPE_LINE, ///< plane:"plane"
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SHAPE_SEGMENT, ///< float:"length"
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SHAPE_CIRCLE, ///< float:"radius"
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SHAPE_RECTANGLE, ///< vec3:"extents"
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SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
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SHAPE_CONCAVE_POLYGON, ///< Vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array)
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SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
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*/
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class ShapeSW;
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class ShapeOwnerSW {
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public:
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virtual void _shape_changed()=0;
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virtual void remove_shape(ShapeSW *p_shape)=0;
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virtual ~ShapeOwnerSW() {}
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};
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class ShapeSW {
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RID self;
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AABB aabb;
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bool configured;
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real_t custom_bias;
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Map<ShapeOwnerSW*,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 {
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MAX_SUPPORTS=8
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};
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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 PhysicsServer::ShapeType get_type() const=0;
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_FORCE_INLINE_ 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 Transform& 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) const=0;
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virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const=0;
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virtual Vector3 get_moment_of_inertia(float 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(ShapeOwnerSW *p_owner);
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void remove_owner(ShapeOwnerSW *p_owner);
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bool is_owner(ShapeOwnerSW *p_owner) const;
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const Map<ShapeOwnerSW*,int>& get_owners() const;
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ShapeSW();
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virtual ~ShapeSW();
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};
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class ConcaveShapeSW : public ShapeSW {
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public:
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virtual bool is_concave() const { return true; }
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typedef void (*Callback)(void* p_userdata,ShapeSW *p_convex);
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virtual void get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const { r_amount=0; }
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virtual void cull(const AABB& p_local_aabb,Callback p_callback,void* p_userdata) const=0;
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ConcaveShapeSW() {}
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};
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class PlaneShapeSW : public ShapeSW {
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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 PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_PLANE; }
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virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
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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) const { 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) const;
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virtual Vector3 get_moment_of_inertia(float p_mass) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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PlaneShapeSW();
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};
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class RayShapeSW : public ShapeSW {
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float length;
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void _setup(float p_length);
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public:
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float get_length() const;
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virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_RAY; }
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virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
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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) const;
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virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
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virtual Vector3 get_moment_of_inertia(float p_mass) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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RayShapeSW();
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};
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class SphereShapeSW : public ShapeSW {
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real_t radius;
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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 PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_SPHERE; }
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virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
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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) const;
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virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
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virtual Vector3 get_moment_of_inertia(float p_mass) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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SphereShapeSW();
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};
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class BoxShapeSW : public ShapeSW {
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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 PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_BOX; }
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virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
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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) const;
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virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
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virtual Vector3 get_moment_of_inertia(float p_mass) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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BoxShapeSW();
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};
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class CapsuleShapeSW : public ShapeSW {
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real_t height;
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real_t radius;
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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 PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CAPSULE; }
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virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
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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) const;
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virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
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virtual Vector3 get_moment_of_inertia(float p_mass) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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CapsuleShapeSW();
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};
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struct ConvexPolygonShapeSW : public ShapeSW {
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Geometry::MeshData mesh;
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void _setup(const Vector<Vector3>& p_vertices);
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public:
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const Geometry::MeshData& get_mesh() const { return mesh; }
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virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CONVEX_POLYGON; }
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virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
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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) const;
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virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
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virtual Vector3 get_moment_of_inertia(float p_mass) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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ConvexPolygonShapeSW();
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};
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struct _VolumeSW_BVH;
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struct FaceShapeSW;
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struct ConcavePolygonShapeSW : public ConcaveShapeSW {
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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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DVector<Face> faces;
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DVector<Vector3> vertices;
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struct BVH {
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AABB aabb;
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int left;
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int right;
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int face_index;
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};
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DVector<BVH> bvh;
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struct _CullParams {
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AABB aabb;
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Callback callback;
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void *userdata;
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const Face *faces;
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const Vector3 *vertices;
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const BVH *bvh;
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FaceShapeSW *face;
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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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const Face *faces;
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const Vector3 *vertices;
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const BVH *bvh;
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Vector3 dir;
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Vector3 result;
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Vector3 normal;
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real_t min_d;
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int collisions;
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};
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void _cull_segment(int p_idx,_SegmentCullParams *p_params) const;
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void _cull(int p_idx,_CullParams *p_params) const;
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void _fill_bvh(_VolumeSW_BVH* p_bvh_tree,BVH* p_bvh_array,int& p_idx);
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void _setup(DVector<Vector3> p_faces);
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public:
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DVector<Vector3> get_faces() const;
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virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CONCAVE_POLYGON; }
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virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
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virtual Vector3 get_support(const Vector3& p_normal) const;
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virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
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virtual void cull(const AABB& p_local_aabb,Callback p_callback,void* p_userdata) const;
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virtual Vector3 get_moment_of_inertia(float p_mass) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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ConcavePolygonShapeSW();
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};
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struct HeightMapShapeSW : public ConcaveShapeSW {
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DVector<real_t> heights;
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int width;
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int depth;
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float cell_size;
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// void _cull_segment(int p_idx,_SegmentCullParams *p_params) const;
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// void _cull(int p_idx,_CullParams *p_params) const;
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void _setup(DVector<float> p_heights,int p_width,int p_depth,float p_cell_size);
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public:
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DVector<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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float get_cell_size() const;
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virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_HEIGHTMAP; }
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virtual void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
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virtual Vector3 get_support(const Vector3& p_normal) const;
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virtual bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
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virtual void cull(const AABB& p_local_aabb,Callback p_callback,void* p_userdata) const;
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virtual Vector3 get_moment_of_inertia(float p_mass) const;
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virtual void set_data(const Variant& p_data);
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virtual Variant get_data() const;
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HeightMapShapeSW();
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};
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//used internally
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struct FaceShapeSW : public ShapeSW {
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Vector3 normal; //cache
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Vector3 vertex[3];
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virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CONCAVE_POLYGON; }
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const Vector3& get_vertex(int p_idx) const { return vertex[p_idx]; }
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void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const;
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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) const;
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bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const;
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Vector3 get_moment_of_inertia(float p_mass) const;
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virtual void set_data(const Variant& p_data) {}
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virtual Variant get_data() const { return Variant(); }
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FaceShapeSW();
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};
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struct MotionShapeSW : public ShapeSW {
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ShapeSW *shape;
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Vector3 motion;
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virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CONVEX_POLYGON; }
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void project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const {
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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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Transform 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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Vector3 get_support(const Vector3& p_normal) const {
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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) const {}
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bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const { return false; }
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Vector3 get_moment_of_inertia(float p_mass) const { return Vector3(); }
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virtual void set_data(const Variant& p_data) {}
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virtual Variant get_data() const { return Variant(); }
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MotionShapeSW() { configure(AABB()); }
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};
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struct _ShapeTestConvexBSPSW {
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const BSP_Tree *bsp;
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const ShapeSW *shape;
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Transform transform;
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_FORCE_INLINE_ void project_range(const Vector3& p_normal, real_t& r_min, real_t& r_max) const {
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shape->project_range(p_normal,transform,r_min,r_max);
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}
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};
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#endif // SHAPESW_H
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