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f8eaab5b47
Templated mask checks and generic NUM_TREES Fix leaking leaves
101 lines
4.5 KiB
C++
101 lines
4.5 KiB
C++
/*************************************************************************/
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/* godot_broad_phase_3d_bvh.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 GODOT_BROAD_PHASE_3D_BVH_H
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#define GODOT_BROAD_PHASE_3D_BVH_H
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#include "godot_broad_phase_3d.h"
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#include "core/math/bvh.h"
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class GodotBroadPhase3DBVH : public GodotBroadPhase3D {
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template <class T>
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class UserPairTestFunction {
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public:
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static bool user_pair_check(const T *p_a, const T *p_b) {
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// return false if no collision, decided by masks etc
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return p_a->interacts_with(p_b);
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}
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};
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template <class T>
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class UserCullTestFunction {
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public:
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static bool user_cull_check(const T *p_a, const T *p_b) {
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return true;
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}
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};
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enum Tree {
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TREE_STATIC = 0,
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TREE_DYNAMIC = 1,
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};
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enum TreeFlag {
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TREE_FLAG_STATIC = 1 << TREE_STATIC,
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TREE_FLAG_DYNAMIC = 1 << TREE_DYNAMIC,
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};
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BVH_Manager<GodotCollisionObject3D, 2, true, 128, UserPairTestFunction<GodotCollisionObject3D>, UserCullTestFunction<GodotCollisionObject3D>> bvh;
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static void *_pair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int);
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static void _unpair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int, void *);
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PairCallback pair_callback = nullptr;
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void *pair_userdata = nullptr;
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UnpairCallback unpair_callback = nullptr;
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void *unpair_userdata = nullptr;
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public:
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// 0 is an invalid ID
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virtual ID create(GodotCollisionObject3D *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false);
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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 GodotCollisionObject3D *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, GodotCollisionObject3D **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, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr);
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virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **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 GodotBroadPhase3D *_create();
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GodotBroadPhase3DBVH();
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};
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#endif // GODOT_BROAD_PHASE_3D_BVH_H
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