godot/core/math/bsp_tree.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

167 lines
5.1 KiB
C++

/*************************************************************************/
/* bsp_tree.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 BSP_TREE_H
#define BSP_TREE_H
#include "plane.h"
#include "aabb.h"
#include "face3.h"
#include "vector.h"
#include "dvector.h"
#include "variant.h"
#include "method_ptrcall.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class BSP_Tree {
public:
enum {
UNDER_LEAF=0xFFFF,
OVER_LEAF=0xFFFE,
MAX_NODES=0xFFFE,
MAX_PLANES=(1<<16)
};
struct Node {
uint16_t plane;
uint16_t under;
uint16_t over;
};
private:
// thanks to the properties of Vector,
// this class can be assigned and passed around between threads
// with no cost.
Vector<Node> nodes;
Vector<Plane> planes;
AABB aabb;
float error_radius;
int _get_points_inside(int p_node,const Vector3* p_points,int *p_indices, const Vector3& p_center,const Vector3& p_half_extents,int p_indices_count) const;
template<class T>
bool _test_convex(const Node* p_nodes, const Plane* p_planes,int p_current, const T& p_convex) const;
public:
bool is_empty() const { return nodes.size()==0; }
Vector<Node> get_nodes() const;
Vector<Plane> get_planes() const;
AABB get_aabb() const;
bool point_is_inside(const Vector3& p_point) const;
int get_points_inside(const Vector3* p_points, int p_point_count) const;
template<class T>
bool convex_is_inside(const T& p_convex) const;
operator Variant() const;
void from_aabb(const AABB& p_aabb);
BSP_Tree();
BSP_Tree(const Variant& p_variant);
BSP_Tree(const DVector<Face3>& p_faces,float p_error_radius=0);
BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const AABB& p_aabb,float p_error_radius=0);
~BSP_Tree();
};
template<class T>
bool BSP_Tree::_test_convex(const Node* p_nodes, const Plane* p_planes,int p_current, const T& p_convex) const {
if (p_current==UNDER_LEAF)
return true;
else if (p_current==OVER_LEAF)
return false;
bool collided=false;
const Node&n=p_nodes[p_current];
const Plane& p=p_planes[n.plane];
float min,max;
p_convex.project_range(p.normal,min,max);
bool go_under = min < p.d;
bool go_over = max >= p.d;
if (go_under && _test_convex(p_nodes,p_planes,n.under,p_convex))
collided=true;
if (go_over && _test_convex(p_nodes,p_planes,n.over,p_convex))
collided=true;
return collided;
}
template<class T>
bool BSP_Tree::convex_is_inside(const T& p_convex) const {
int node_count = nodes.size();
if (node_count==0)
return false;
const Node* nodes=&this->nodes[0];
const Plane* planes = &this->planes[0];
return _test_convex(nodes,planes,node_count-1,p_convex);
}
#ifdef PTRCALL_ENABLED
template<>
struct PtrToArg<BSP_Tree> {
_FORCE_INLINE_ static BSP_Tree convert(const void* p_ptr) {
BSP_Tree s( Variant( *reinterpret_cast<const Dictionary*>(p_ptr) ) );
return s;
}
_FORCE_INLINE_ static void encode(BSP_Tree p_val,void* p_ptr) {
Dictionary *d = reinterpret_cast<Dictionary*>(p_ptr);
*d=Variant(p_val);
}
};
template<>
struct PtrToArg<const BSP_Tree&> {
_FORCE_INLINE_ static BSP_Tree convert(const void* p_ptr) {
BSP_Tree s( Variant( *reinterpret_cast<const Dictionary*>(p_ptr) ) );
return s;
}
};
#endif
#endif