godot/core/math/bsp_tree.h
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

162 lines
5.2 KiB
C++

/*************************************************************************/
/* bsp_tree.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 BSP_TREE_H
#define BSP_TREE_H
#include "aabb.h"
#include "dvector.h"
#include "face3.h"
#include "method_ptrcall.h"
#include "plane.h"
#include "variant.h"
#include "vector.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;
real_t 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 PoolVector<Face3> &p_faces, real_t p_error_radius = 0);
BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const AABB &p_aabb, real_t 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];
real_t 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