virtualx-engine/servers/physics_2d/godot_broad_phase_2d_bvh.h
2022-04-06 14:34:37 +03:00

101 lines
4.6 KiB
C++

/*************************************************************************/
/* godot_broad_phase_2d_bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 GODOT_BROAD_PHASE_2D_BVH_H
#define GODOT_BROAD_PHASE_2D_BVH_H
#include "godot_broad_phase_2d.h"
#include "core/math/bvh.h"
#include "core/math/rect2.h"
#include "core/math/vector2.h"
class GodotBroadPhase2DBVH : public GodotBroadPhase2D {
template <class T>
class UserPairTestFunction {
public:
static bool user_pair_check(const T *p_a, const T *p_b) {
// return false if no collision, decided by masks etc
return p_a->interacts_with(p_b);
}
};
template <class T>
class UserCullTestFunction {
public:
static bool user_cull_check(const T *p_a, const T *p_b) {
return true;
}
};
enum Tree {
TREE_STATIC = 0,
TREE_DYNAMIC = 1,
};
enum TreeFlag {
TREE_FLAG_STATIC = 1 << TREE_STATIC,
TREE_FLAG_DYNAMIC = 1 << TREE_DYNAMIC,
};
BVH_Manager<GodotCollisionObject2D, 2, true, 128, UserPairTestFunction<GodotCollisionObject2D>, UserCullTestFunction<GodotCollisionObject2D>, Rect2, Vector2> bvh;
static void *_pair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int);
static void _unpair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int, void *);
PairCallback pair_callback = nullptr;
void *pair_userdata = nullptr;
UnpairCallback unpair_callback = nullptr;
void *unpair_userdata = nullptr;
public:
// 0 is an invalid ID
virtual ID create(GodotCollisionObject2D *p_object, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) override;
virtual void move(ID p_id, const Rect2 &p_aabb) override;
virtual void set_static(ID p_id, bool p_static) override;
virtual void remove(ID p_id) override;
virtual GodotCollisionObject2D *get_object(ID p_id) const override;
virtual bool is_static(ID p_id) const override;
virtual int get_subindex(ID p_id) const override;
virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) override;
virtual int cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) override;
virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) override;
virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) override;
virtual void update() override;
static GodotBroadPhase2D *_create();
GodotBroadPhase2DBVH();
};
#endif // GODOT_BROAD_PHASE_2D_BVH_H