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c7bc44d5ad
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!
167 lines
5.1 KiB
C++
167 lines
5.1 KiB
C++
/*************************************************************************/
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/* bsp_tree.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) 2007-2017 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 BSP_TREE_H
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#define BSP_TREE_H
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#include "plane.h"
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#include "aabb.h"
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#include "face3.h"
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#include "vector.h"
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#include "dvector.h"
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#include "variant.h"
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#include "method_ptrcall.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class BSP_Tree {
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public:
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enum {
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UNDER_LEAF=0xFFFF,
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OVER_LEAF=0xFFFE,
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MAX_NODES=0xFFFE,
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MAX_PLANES=(1<<16)
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};
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struct Node {
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uint16_t plane;
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uint16_t under;
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uint16_t over;
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};
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private:
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// thanks to the properties of Vector,
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// this class can be assigned and passed around between threads
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// with no cost.
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Vector<Node> nodes;
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Vector<Plane> planes;
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AABB aabb;
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float error_radius;
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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;
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template<class T>
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bool _test_convex(const Node* p_nodes, const Plane* p_planes,int p_current, const T& p_convex) const;
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public:
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bool is_empty() const { return nodes.size()==0; }
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Vector<Node> get_nodes() const;
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Vector<Plane> get_planes() const;
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AABB get_aabb() const;
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bool point_is_inside(const Vector3& p_point) const;
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int get_points_inside(const Vector3* p_points, int p_point_count) const;
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template<class T>
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bool convex_is_inside(const T& p_convex) const;
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operator Variant() const;
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void from_aabb(const AABB& p_aabb);
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BSP_Tree();
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BSP_Tree(const Variant& p_variant);
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BSP_Tree(const DVector<Face3>& p_faces,float p_error_radius=0);
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BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const AABB& p_aabb,float p_error_radius=0);
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~BSP_Tree();
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};
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template<class T>
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bool BSP_Tree::_test_convex(const Node* p_nodes, const Plane* p_planes,int p_current, const T& p_convex) const {
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if (p_current==UNDER_LEAF)
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return true;
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else if (p_current==OVER_LEAF)
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return false;
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bool collided=false;
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const Node&n=p_nodes[p_current];
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const Plane& p=p_planes[n.plane];
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float min,max;
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p_convex.project_range(p.normal,min,max);
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bool go_under = min < p.d;
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bool go_over = max >= p.d;
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if (go_under && _test_convex(p_nodes,p_planes,n.under,p_convex))
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collided=true;
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if (go_over && _test_convex(p_nodes,p_planes,n.over,p_convex))
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collided=true;
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return collided;
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}
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template<class T>
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bool BSP_Tree::convex_is_inside(const T& p_convex) const {
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int node_count = nodes.size();
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if (node_count==0)
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return false;
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const Node* nodes=&this->nodes[0];
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const Plane* planes = &this->planes[0];
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return _test_convex(nodes,planes,node_count-1,p_convex);
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}
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#ifdef PTRCALL_ENABLED
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template<>
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struct PtrToArg<BSP_Tree> {
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_FORCE_INLINE_ static BSP_Tree convert(const void* p_ptr) {
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BSP_Tree s( Variant( *reinterpret_cast<const Dictionary*>(p_ptr) ) );
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return s;
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}
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_FORCE_INLINE_ static void encode(BSP_Tree p_val,void* p_ptr) {
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Dictionary *d = reinterpret_cast<Dictionary*>(p_ptr);
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*d=Variant(p_val);
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}
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};
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template<>
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struct PtrToArg<const BSP_Tree&> {
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_FORCE_INLINE_ static BSP_Tree convert(const void* p_ptr) {
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BSP_Tree s( Variant( *reinterpret_cast<const Dictionary*>(p_ptr) ) );
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return s;
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}
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};
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#endif
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#endif
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