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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.
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188 lines
5.6 KiB
C++
188 lines
5.6 KiB
C++
/*************************************************************************/
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/* broad_phase_2d_hash_grid.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_2D_HASH_GRID_H
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#define BROAD_PHASE_2D_HASH_GRID_H
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#include "broad_phase_2d_sw.h"
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#include "core/templates/map.h"
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class BroadPhase2DHashGrid : public BroadPhase2DSW {
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struct PairData {
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bool colliding;
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int rc;
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void *ud;
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PairData() {
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colliding = false;
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rc = 1;
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ud = nullptr;
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}
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};
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struct Element {
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ID self;
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CollisionObject2DSW *owner;
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bool _static;
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Rect2 aabb;
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int subindex;
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uint64_t pass;
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Map<Element *, PairData *> paired;
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};
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struct RC {
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int ref;
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_FORCE_INLINE_ int inc() {
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ref++;
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return ref;
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}
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_FORCE_INLINE_ int dec() {
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ref--;
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return ref;
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}
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_FORCE_INLINE_ RC() {
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ref = 0;
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}
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};
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Map<ID, Element> element_map;
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Map<Element *, RC> large_elements;
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ID current;
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uint64_t pass;
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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, PairData> pair_map;
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int cell_size;
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int large_object_min_surface;
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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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void _enter_grid(Element *p_elem, const Rect2 &p_rect, bool p_static);
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void _exit_grid(Element *p_elem, const Rect2 &p_rect, bool p_static);
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template <bool use_aabb, bool use_segment>
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_FORCE_INLINE_ void _cull(const Point2i p_cell, const Rect2 &p_aabb, const Point2 &p_from, const Point2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices, int &index);
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struct PosKey {
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union {
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struct {
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int32_t x;
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int32_t y;
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};
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uint64_t key;
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};
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_FORCE_INLINE_ uint32_t hash() const {
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uint64_t k = key;
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k = (~k) + (k << 18); // k = (k << 18) - k - 1;
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k = k ^ (k >> 31);
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k = k * 21; // k = (k + (k << 2)) + (k << 4);
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k = k ^ (k >> 11);
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k = k + (k << 6);
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k = k ^ (k >> 22);
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return k;
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}
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bool operator==(const PosKey &p_key) const { return key == p_key.key; }
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_FORCE_INLINE_ bool operator<(const PosKey &p_key) const {
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return key < p_key.key;
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}
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};
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struct PosBin {
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PosKey key;
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Map<Element *, RC> object_set;
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Map<Element *, RC> static_object_set;
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PosBin *next;
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};
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uint32_t hash_table_size;
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PosBin **hash_table;
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void _pair_attempt(Element *p_elem, Element *p_with);
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void _unpair_attempt(Element *p_elem, Element *p_with);
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void _check_motion(Element *p_elem);
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public:
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virtual ID create(CollisionObject2DSW *p_object, int p_subindex = 0);
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virtual void move(ID p_id, const Rect2 &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 CollisionObject2DSW *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_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr);
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virtual int cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **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 BroadPhase2DSW *_create();
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BroadPhase2DHashGrid();
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~BroadPhase2DHashGrid();
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};
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#endif // BROAD_PHASE_2D_HASH_GRID_H
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