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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
106 lines
4.0 KiB
C++
106 lines
4.0 KiB
C++
/*************************************************************************/
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/* broad_phase_3d_basic.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 BROAD_PHASE_BASIC_H
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#define BROAD_PHASE_BASIC_H
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#include "broad_phase_3d_sw.h"
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#include "core/templates/map.h"
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class BroadPhase3DBasic : public BroadPhase3DSW {
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struct Element {
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CollisionObject3DSW *owner;
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bool _static;
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AABB aabb;
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int subindex;
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};
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Map<ID, Element> element_map;
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ID current;
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struct PairKey {
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union {
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struct {
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ID a;
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ID b;
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};
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uint64_t key;
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};
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_FORCE_INLINE_ bool operator<(const PairKey &p_key) const {
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return key < p_key.key;
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}
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PairKey() { key = 0; }
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PairKey(ID p_a, ID p_b) {
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if (p_a > p_b) {
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a = p_b;
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b = p_a;
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} else {
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a = p_a;
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b = p_b;
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}
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}
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};
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Map<PairKey, void *> pair_map;
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PairCallback pair_callback;
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void *pair_userdata;
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UnpairCallback unpair_callback;
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void *unpair_userdata;
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public:
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// 0 is an invalid ID
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virtual ID create(CollisionObject3DSW *p_object, int p_subindex = 0);
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virtual void move(ID p_id, const AABB &p_aabb);
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virtual void set_static(ID p_id, bool p_static);
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virtual void remove(ID p_id);
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virtual CollisionObject3DSW *get_object(ID p_id) const;
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virtual bool is_static(ID p_id) const;
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virtual int get_subindex(ID p_id) const;
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virtual int cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
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virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
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virtual int cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
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virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata);
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virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata);
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virtual void update();
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static BroadPhase3DSW *_create();
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BroadPhase3DBasic();
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};
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#endif // BROAD_PHASE_BASIC_H
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