godot_shape_2d.cpp 25 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985
  1. /**************************************************************************/
  2. /* godot_shape_2d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "godot_shape_2d.h"
  31. #include "core/math/geometry_2d.h"
  32. #include "core/templates/sort_array.h"
  33. void GodotShape2D::configure(const Rect2 &p_aabb) {
  34. aabb = p_aabb;
  35. configured = true;
  36. for (const KeyValue<GodotShapeOwner2D *, int> &E : owners) {
  37. E.key->_shape_changed();
  38. }
  39. }
  40. Vector2 GodotShape2D::get_support(const Vector2 &p_normal) const {
  41. Vector2 res[2];
  42. int amnt;
  43. get_supports(p_normal, res, amnt);
  44. return res[0];
  45. }
  46. void GodotShape2D::add_owner(GodotShapeOwner2D *p_owner) {
  47. HashMap<GodotShapeOwner2D *, int>::Iterator E = owners.find(p_owner);
  48. if (E) {
  49. E->value++;
  50. } else {
  51. owners[p_owner] = 1;
  52. }
  53. }
  54. void GodotShape2D::remove_owner(GodotShapeOwner2D *p_owner) {
  55. HashMap<GodotShapeOwner2D *, int>::Iterator E = owners.find(p_owner);
  56. ERR_FAIL_COND(!E);
  57. E->value--;
  58. if (E->value == 0) {
  59. owners.remove(E);
  60. }
  61. }
  62. bool GodotShape2D::is_owner(GodotShapeOwner2D *p_owner) const {
  63. return owners.has(p_owner);
  64. }
  65. const HashMap<GodotShapeOwner2D *, int> &GodotShape2D::get_owners() const {
  66. return owners;
  67. }
  68. GodotShape2D::~GodotShape2D() {
  69. ERR_FAIL_COND(owners.size());
  70. }
  71. /*********************************************************/
  72. /*********************************************************/
  73. /*********************************************************/
  74. void GodotWorldBoundaryShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
  75. r_amount = 0;
  76. }
  77. bool GodotWorldBoundaryShape2D::contains_point(const Vector2 &p_point) const {
  78. return normal.dot(p_point) < d;
  79. }
  80. bool GodotWorldBoundaryShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
  81. Vector2 segment = p_begin - p_end;
  82. real_t den = normal.dot(segment);
  83. //printf("den is %i\n",den);
  84. if (Math::abs(den) <= CMP_EPSILON) {
  85. return false;
  86. }
  87. real_t dist = (normal.dot(p_begin) - d) / den;
  88. //printf("dist is %i\n",dist);
  89. if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) {
  90. return false;
  91. }
  92. r_point = p_begin + segment * -dist;
  93. r_normal = normal;
  94. return true;
  95. }
  96. real_t GodotWorldBoundaryShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
  97. return 0;
  98. }
  99. void GodotWorldBoundaryShape2D::set_data(const Variant &p_data) {
  100. ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY);
  101. Array arr = p_data;
  102. ERR_FAIL_COND(arr.size() != 2);
  103. normal = arr[0];
  104. d = arr[1];
  105. configure(Rect2(Vector2(-1e15, -1e15), Vector2(1e15 * 2, 1e15 * 2)));
  106. }
  107. Variant GodotWorldBoundaryShape2D::get_data() const {
  108. Array arr;
  109. arr.resize(2);
  110. arr[0] = normal;
  111. arr[1] = d;
  112. return arr;
  113. }
  114. /*********************************************************/
  115. /*********************************************************/
  116. /*********************************************************/
  117. void GodotSeparationRayShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
  118. r_amount = 1;
  119. if (p_normal.y > 0) {
  120. *r_supports = Vector2(0, length);
  121. } else {
  122. *r_supports = Vector2();
  123. }
  124. }
  125. bool GodotSeparationRayShape2D::contains_point(const Vector2 &p_point) const {
  126. return false;
  127. }
  128. bool GodotSeparationRayShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
  129. return false; //rays can't be intersected
  130. }
  131. real_t GodotSeparationRayShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
  132. return 0; //rays are mass-less
  133. }
  134. void GodotSeparationRayShape2D::set_data(const Variant &p_data) {
  135. Dictionary d = p_data;
  136. length = d["length"];
  137. slide_on_slope = d["slide_on_slope"];
  138. configure(Rect2(0, 0, 0.001, length));
  139. }
  140. Variant GodotSeparationRayShape2D::get_data() const {
  141. Dictionary d;
  142. d["length"] = length;
  143. d["slide_on_slope"] = slide_on_slope;
  144. return d;
  145. }
  146. /*********************************************************/
  147. /*********************************************************/
  148. /*********************************************************/
  149. void GodotSegmentShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
  150. if (Math::abs(p_normal.dot(n)) > segment_is_valid_support_threshold) {
  151. r_supports[0] = a;
  152. r_supports[1] = b;
  153. r_amount = 2;
  154. return;
  155. }
  156. real_t dp = p_normal.dot(b - a);
  157. if (dp > 0) {
  158. *r_supports = b;
  159. } else {
  160. *r_supports = a;
  161. }
  162. r_amount = 1;
  163. }
  164. bool GodotSegmentShape2D::contains_point(const Vector2 &p_point) const {
  165. return false;
  166. }
  167. bool GodotSegmentShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
  168. if (!Geometry2D::segment_intersects_segment(p_begin, p_end, a, b, &r_point)) {
  169. return false;
  170. }
  171. if (n.dot(p_begin) > n.dot(a)) {
  172. r_normal = n;
  173. } else {
  174. r_normal = -n;
  175. }
  176. return true;
  177. }
  178. real_t GodotSegmentShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
  179. return p_mass * ((a * p_scale).distance_squared_to(b * p_scale)) / 12;
  180. }
  181. void GodotSegmentShape2D::set_data(const Variant &p_data) {
  182. ERR_FAIL_COND(p_data.get_type() != Variant::RECT2);
  183. Rect2 r = p_data;
  184. a = r.position;
  185. b = r.size;
  186. n = (b - a).orthogonal();
  187. Rect2 aabb_new;
  188. aabb_new.position = a;
  189. aabb_new.expand_to(b);
  190. if (aabb_new.size.x == 0) {
  191. aabb_new.size.x = 0.001;
  192. }
  193. if (aabb_new.size.y == 0) {
  194. aabb_new.size.y = 0.001;
  195. }
  196. configure(aabb_new);
  197. }
  198. Variant GodotSegmentShape2D::get_data() const {
  199. Rect2 r;
  200. r.position = a;
  201. r.size = b;
  202. return r;
  203. }
  204. /*********************************************************/
  205. /*********************************************************/
  206. /*********************************************************/
  207. void GodotCircleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
  208. r_amount = 1;
  209. *r_supports = p_normal * radius;
  210. }
  211. bool GodotCircleShape2D::contains_point(const Vector2 &p_point) const {
  212. return p_point.length_squared() < radius * radius;
  213. }
  214. bool GodotCircleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
  215. Vector2 line_vec = p_end - p_begin;
  216. real_t a, b, c;
  217. a = line_vec.dot(line_vec);
  218. b = 2 * p_begin.dot(line_vec);
  219. c = p_begin.dot(p_begin) - radius * radius;
  220. real_t sqrtterm = b * b - 4 * a * c;
  221. if (sqrtterm < 0) {
  222. return false;
  223. }
  224. sqrtterm = Math::sqrt(sqrtterm);
  225. real_t res = (-b - sqrtterm) / (2 * a);
  226. if (res < 0 || res > 1 + CMP_EPSILON) {
  227. return false;
  228. }
  229. r_point = p_begin + line_vec * res;
  230. r_normal = r_point.normalized();
  231. return true;
  232. }
  233. real_t GodotCircleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
  234. real_t a = radius * p_scale.x;
  235. real_t b = radius * p_scale.y;
  236. return p_mass * (a * a + b * b) / 4;
  237. }
  238. void GodotCircleShape2D::set_data(const Variant &p_data) {
  239. ERR_FAIL_COND(!p_data.is_num());
  240. radius = p_data;
  241. configure(Rect2(-radius, -radius, radius * 2, radius * 2));
  242. }
  243. Variant GodotCircleShape2D::get_data() const {
  244. return radius;
  245. }
  246. /*********************************************************/
  247. /*********************************************************/
  248. /*********************************************************/
  249. void GodotRectangleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
  250. for (int i = 0; i < 2; i++) {
  251. Vector2 ag;
  252. ag[i] = 1.0;
  253. real_t dp = ag.dot(p_normal);
  254. if (Math::abs(dp) <= segment_is_valid_support_threshold) {
  255. continue;
  256. }
  257. real_t sgn = dp > 0 ? 1.0 : -1.0;
  258. r_amount = 2;
  259. r_supports[0][i] = half_extents[i] * sgn;
  260. r_supports[0][i ^ 1] = half_extents[i ^ 1];
  261. r_supports[1][i] = half_extents[i] * sgn;
  262. r_supports[1][i ^ 1] = -half_extents[i ^ 1];
  263. return;
  264. }
  265. /* USE POINT */
  266. r_amount = 1;
  267. r_supports[0] = Vector2(
  268. (p_normal.x < 0) ? -half_extents.x : half_extents.x,
  269. (p_normal.y < 0) ? -half_extents.y : half_extents.y);
  270. }
  271. bool GodotRectangleShape2D::contains_point(const Vector2 &p_point) const {
  272. real_t x = p_point.x;
  273. real_t y = p_point.y;
  274. real_t edge_x = half_extents.x;
  275. real_t edge_y = half_extents.y;
  276. return (x >= -edge_x) && (x < edge_x) && (y >= -edge_y) && (y < edge_y);
  277. }
  278. bool GodotRectangleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
  279. return get_aabb().intersects_segment(p_begin, p_end, &r_point, &r_normal);
  280. }
  281. real_t GodotRectangleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
  282. Vector2 he2 = half_extents * 2 * p_scale;
  283. return p_mass * he2.dot(he2) / 12.0;
  284. }
  285. void GodotRectangleShape2D::set_data(const Variant &p_data) {
  286. ERR_FAIL_COND(p_data.get_type() != Variant::VECTOR2);
  287. half_extents = p_data;
  288. configure(Rect2(-half_extents, half_extents * 2.0));
  289. }
  290. Variant GodotRectangleShape2D::get_data() const {
  291. return half_extents;
  292. }
  293. /*********************************************************/
  294. /*********************************************************/
  295. /*********************************************************/
  296. void GodotCapsuleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
  297. Vector2 n = p_normal;
  298. real_t h = height * 0.5 - radius; // half-height of the rectangle part
  299. if (h > 0 && Math::abs(n.x) > segment_is_valid_support_threshold) {
  300. // make it flat
  301. n.y = 0.0;
  302. n.x = SIGN(n.x) * radius;
  303. r_amount = 2;
  304. r_supports[0] = n;
  305. r_supports[0].y += h;
  306. r_supports[1] = n;
  307. r_supports[1].y -= h;
  308. } else {
  309. n *= radius;
  310. n.y += (n.y > 0) ? h : -h;
  311. r_amount = 1;
  312. *r_supports = n;
  313. }
  314. }
  315. bool GodotCapsuleShape2D::contains_point(const Vector2 &p_point) const {
  316. Vector2 p = p_point;
  317. p.y = Math::abs(p.y);
  318. p.y -= height * 0.5 - radius;
  319. if (p.y < 0) {
  320. p.y = 0;
  321. }
  322. return p.length_squared() < radius * radius;
  323. }
  324. bool GodotCapsuleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
  325. real_t d = 1e10;
  326. Vector2 n = (p_end - p_begin).normalized();
  327. bool collided = false;
  328. //try spheres
  329. for (int i = 0; i < 2; i++) {
  330. Vector2 begin = p_begin;
  331. Vector2 end = p_end;
  332. real_t ofs = (i == 0) ? -height * 0.5 + radius : height * 0.5 - radius;
  333. begin.y += ofs;
  334. end.y += ofs;
  335. Vector2 line_vec = end - begin;
  336. real_t a, b, c;
  337. a = line_vec.dot(line_vec);
  338. b = 2 * begin.dot(line_vec);
  339. c = begin.dot(begin) - radius * radius;
  340. real_t sqrtterm = b * b - 4 * a * c;
  341. if (sqrtterm < 0) {
  342. continue;
  343. }
  344. sqrtterm = Math::sqrt(sqrtterm);
  345. real_t res = (-b - sqrtterm) / (2 * a);
  346. if (res < 0 || res > 1 + CMP_EPSILON) {
  347. continue;
  348. }
  349. Vector2 point = begin + line_vec * res;
  350. Vector2 pointf(point.x, point.y - ofs);
  351. real_t pd = n.dot(pointf);
  352. if (pd < d) {
  353. r_point = pointf;
  354. r_normal = point.normalized();
  355. d = pd;
  356. collided = true;
  357. }
  358. }
  359. Vector2 rpos, rnorm;
  360. if (Rect2(Point2(-radius, -height * 0.5 + radius), Size2(radius * 2.0, height - radius * 2)).intersects_segment(p_begin, p_end, &rpos, &rnorm)) {
  361. real_t pd = n.dot(rpos);
  362. if (pd < d) {
  363. r_point = rpos;
  364. r_normal = rnorm;
  365. d = pd;
  366. collided = true;
  367. }
  368. }
  369. //return get_aabb().intersects_segment(p_begin,p_end,&r_point,&r_normal);
  370. return collided; //todo
  371. }
  372. real_t GodotCapsuleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
  373. Vector2 he2 = Vector2(radius * 2, height) * p_scale;
  374. return p_mass * he2.dot(he2) / 12.0;
  375. }
  376. void GodotCapsuleShape2D::set_data(const Variant &p_data) {
  377. ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY && p_data.get_type() != Variant::VECTOR2);
  378. if (p_data.get_type() == Variant::ARRAY) {
  379. Array arr = p_data;
  380. ERR_FAIL_COND(arr.size() != 2);
  381. height = arr[0];
  382. radius = arr[1];
  383. } else {
  384. Point2 p = p_data;
  385. radius = p.x;
  386. height = p.y;
  387. }
  388. Point2 he(radius, height * 0.5);
  389. configure(Rect2(-he, he * 2));
  390. }
  391. Variant GodotCapsuleShape2D::get_data() const {
  392. return Point2(height, radius);
  393. }
  394. /*********************************************************/
  395. /*********************************************************/
  396. /*********************************************************/
  397. void GodotConvexPolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
  398. int support_idx = -1;
  399. real_t d = -1e10;
  400. r_amount = 0;
  401. for (int i = 0; i < point_count; i++) {
  402. //test point
  403. real_t ld = p_normal.dot(points[i].pos);
  404. if (ld > d) {
  405. support_idx = i;
  406. d = ld;
  407. }
  408. //test segment
  409. if (points[i].normal.dot(p_normal) > segment_is_valid_support_threshold) {
  410. r_amount = 2;
  411. r_supports[0] = points[i].pos;
  412. r_supports[1] = points[(i + 1) % point_count].pos;
  413. return;
  414. }
  415. }
  416. ERR_FAIL_COND_MSG(support_idx == -1, "Convex polygon shape support not found.");
  417. r_amount = 1;
  418. r_supports[0] = points[support_idx].pos;
  419. }
  420. bool GodotConvexPolygonShape2D::contains_point(const Vector2 &p_point) const {
  421. bool out = false;
  422. bool in = false;
  423. for (int i = 0; i < point_count; i++) {
  424. real_t d = points[i].normal.dot(p_point) - points[i].normal.dot(points[i].pos);
  425. if (d > 0) {
  426. out = true;
  427. } else {
  428. in = true;
  429. }
  430. }
  431. return in != out;
  432. }
  433. bool GodotConvexPolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
  434. Vector2 n = (p_end - p_begin).normalized();
  435. real_t d = 1e10;
  436. bool inters = false;
  437. for (int i = 0; i < point_count; i++) {
  438. Vector2 res;
  439. if (!Geometry2D::segment_intersects_segment(p_begin, p_end, points[i].pos, points[(i + 1) % point_count].pos, &res)) {
  440. continue;
  441. }
  442. real_t nd = n.dot(res);
  443. if (nd < d) {
  444. d = nd;
  445. r_point = res;
  446. r_normal = points[i].normal;
  447. inters = true;
  448. }
  449. }
  450. return inters;
  451. }
  452. real_t GodotConvexPolygonShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
  453. ERR_FAIL_COND_V_MSG(point_count == 0, 0, "Convex polygon shape has no points.");
  454. Rect2 aabb_new;
  455. aabb_new.position = points[0].pos * p_scale;
  456. for (int i = 0; i < point_count; i++) {
  457. aabb_new.expand_to(points[i].pos * p_scale);
  458. }
  459. return p_mass * aabb_new.size.dot(aabb_new.size) / 12.0;
  460. }
  461. void GodotConvexPolygonShape2D::set_data(const Variant &p_data) {
  462. #ifdef REAL_T_IS_DOUBLE
  463. ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY);
  464. #else
  465. ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT32_ARRAY);
  466. #endif
  467. if (points) {
  468. memdelete_arr(points);
  469. }
  470. points = nullptr;
  471. point_count = 0;
  472. if (p_data.get_type() == Variant::PACKED_VECTOR2_ARRAY) {
  473. Vector<Vector2> arr = p_data;
  474. ERR_FAIL_COND(arr.is_empty());
  475. point_count = arr.size();
  476. points = memnew_arr(Point, point_count);
  477. const Vector2 *r = arr.ptr();
  478. for (int i = 0; i < point_count; i++) {
  479. points[i].pos = r[i];
  480. }
  481. for (int i = 0; i < point_count; i++) {
  482. Vector2 p = points[i].pos;
  483. Vector2 pn = points[(i + 1) % point_count].pos;
  484. points[i].normal = (pn - p).orthogonal().normalized();
  485. }
  486. } else {
  487. Vector<real_t> dvr = p_data;
  488. point_count = dvr.size() / 4;
  489. ERR_FAIL_COND(point_count == 0);
  490. points = memnew_arr(Point, point_count);
  491. const real_t *r = dvr.ptr();
  492. for (int i = 0; i < point_count; i++) {
  493. int idx = i << 2;
  494. points[i].pos.x = r[idx + 0];
  495. points[i].pos.y = r[idx + 1];
  496. points[i].normal.x = r[idx + 2];
  497. points[i].normal.y = r[idx + 3];
  498. }
  499. }
  500. ERR_FAIL_COND(point_count == 0);
  501. Rect2 aabb_new;
  502. aabb_new.position = points[0].pos;
  503. for (int i = 1; i < point_count; i++) {
  504. aabb_new.expand_to(points[i].pos);
  505. }
  506. configure(aabb_new);
  507. }
  508. Variant GodotConvexPolygonShape2D::get_data() const {
  509. Vector<Vector2> dvr;
  510. dvr.resize(point_count);
  511. for (int i = 0; i < point_count; i++) {
  512. dvr.set(i, points[i].pos);
  513. }
  514. return dvr;
  515. }
  516. GodotConvexPolygonShape2D::~GodotConvexPolygonShape2D() {
  517. if (points) {
  518. memdelete_arr(points);
  519. }
  520. }
  521. //////////////////////////////////////////////////
  522. void GodotConcavePolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
  523. real_t d = -1e10;
  524. int idx = -1;
  525. for (int i = 0; i < points.size(); i++) {
  526. real_t ld = p_normal.dot(points[i]);
  527. if (ld > d) {
  528. d = ld;
  529. idx = i;
  530. }
  531. }
  532. r_amount = 1;
  533. ERR_FAIL_COND(idx == -1);
  534. *r_supports = points[idx];
  535. }
  536. bool GodotConcavePolygonShape2D::contains_point(const Vector2 &p_point) const {
  537. return false; //sorry
  538. }
  539. bool GodotConcavePolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
  540. if (segments.size() == 0 || points.size() == 0) {
  541. return false;
  542. }
  543. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * bvh_depth);
  544. enum {
  545. TEST_AABB_BIT = 0,
  546. VISIT_LEFT_BIT = 1,
  547. VISIT_RIGHT_BIT = 2,
  548. VISIT_DONE_BIT = 3,
  549. VISITED_BIT_SHIFT = 29,
  550. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  551. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  552. };
  553. Vector2 n = (p_end - p_begin).normalized();
  554. real_t d = 1e10;
  555. bool inters = false;
  556. /*
  557. for(int i=0;i<bvh_depth;i++)
  558. stack[i]=0;
  559. */
  560. int level = 0;
  561. const Segment *segmentptr = &segments[0];
  562. const Vector2 *pointptr = &points[0];
  563. const BVH *bvhptr = &bvh[0];
  564. stack[0] = 0;
  565. while (true) {
  566. uint32_t node = stack[level] & NODE_IDX_MASK;
  567. const BVH &bvh2 = bvhptr[node];
  568. bool done = false;
  569. switch (stack[level] >> VISITED_BIT_SHIFT) {
  570. case TEST_AABB_BIT: {
  571. bool valid = bvh2.aabb.intersects_segment(p_begin, p_end);
  572. if (!valid) {
  573. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  574. } else {
  575. if (bvh2.left < 0) {
  576. const Segment &s = segmentptr[bvh2.right];
  577. Vector2 a = pointptr[s.points[0]];
  578. Vector2 b = pointptr[s.points[1]];
  579. Vector2 res;
  580. if (Geometry2D::segment_intersects_segment(p_begin, p_end, a, b, &res)) {
  581. real_t nd = n.dot(res);
  582. if (nd < d) {
  583. d = nd;
  584. r_point = res;
  585. r_normal = (b - a).orthogonal().normalized();
  586. inters = true;
  587. }
  588. }
  589. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  590. } else {
  591. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  592. }
  593. }
  594. }
  595. continue;
  596. case VISIT_LEFT_BIT: {
  597. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  598. stack[level + 1] = bvh2.left | TEST_AABB_BIT;
  599. level++;
  600. }
  601. continue;
  602. case VISIT_RIGHT_BIT: {
  603. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  604. stack[level + 1] = bvh2.right | TEST_AABB_BIT;
  605. level++;
  606. }
  607. continue;
  608. case VISIT_DONE_BIT: {
  609. if (level == 0) {
  610. done = true;
  611. break;
  612. } else {
  613. level--;
  614. }
  615. }
  616. continue;
  617. }
  618. if (done) {
  619. break;
  620. }
  621. }
  622. if (inters) {
  623. if (n.dot(r_normal) > 0) {
  624. r_normal = -r_normal;
  625. }
  626. }
  627. return inters;
  628. }
  629. int GodotConcavePolygonShape2D::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) {
  630. if (p_len == 1) {
  631. bvh_depth = MAX(p_depth, bvh_depth);
  632. bvh.push_back(*p_bvh);
  633. return bvh.size() - 1;
  634. }
  635. //else sort best
  636. Rect2 global_aabb = p_bvh[0].aabb;
  637. for (int i = 1; i < p_len; i++) {
  638. global_aabb = global_aabb.merge(p_bvh[i].aabb);
  639. }
  640. if (global_aabb.size.x > global_aabb.size.y) {
  641. SortArray<BVH, BVH_CompareX> sort;
  642. sort.sort(p_bvh, p_len);
  643. } else {
  644. SortArray<BVH, BVH_CompareY> sort;
  645. sort.sort(p_bvh, p_len);
  646. }
  647. int median = p_len / 2;
  648. BVH node;
  649. node.aabb = global_aabb;
  650. int node_idx = bvh.size();
  651. bvh.push_back(node);
  652. int l = _generate_bvh(p_bvh, median, p_depth + 1);
  653. int r = _generate_bvh(&p_bvh[median], p_len - median, p_depth + 1);
  654. bvh.write[node_idx].left = l;
  655. bvh.write[node_idx].right = r;
  656. return node_idx;
  657. }
  658. void GodotConcavePolygonShape2D::set_data(const Variant &p_data) {
  659. #ifdef REAL_T_IS_DOUBLE
  660. ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY);
  661. #else
  662. ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT32_ARRAY);
  663. #endif
  664. Rect2 aabb_new;
  665. if (p_data.get_type() == Variant::PACKED_VECTOR2_ARRAY) {
  666. Vector<Vector2> p2arr = p_data;
  667. int len = p2arr.size();
  668. ERR_FAIL_COND(len % 2);
  669. segments.clear();
  670. points.clear();
  671. bvh.clear();
  672. bvh_depth = 1;
  673. if (len == 0) {
  674. configure(aabb_new);
  675. return;
  676. }
  677. const Vector2 *arr = p2arr.ptr();
  678. HashMap<Point2, int> pointmap;
  679. for (int i = 0; i < len; i += 2) {
  680. Point2 p1 = arr[i];
  681. Point2 p2 = arr[i + 1];
  682. int idx_p1, idx_p2;
  683. if (pointmap.has(p1)) {
  684. idx_p1 = pointmap[p1];
  685. } else {
  686. idx_p1 = pointmap.size();
  687. pointmap[p1] = idx_p1;
  688. }
  689. if (pointmap.has(p2)) {
  690. idx_p2 = pointmap[p2];
  691. } else {
  692. idx_p2 = pointmap.size();
  693. pointmap[p2] = idx_p2;
  694. }
  695. Segment s;
  696. s.points[0] = idx_p1;
  697. s.points[1] = idx_p2;
  698. segments.push_back(s);
  699. }
  700. points.resize(pointmap.size());
  701. aabb_new.position = pointmap.begin()->key;
  702. for (const KeyValue<Point2, int> &E : pointmap) {
  703. aabb_new.expand_to(E.key);
  704. points.write[E.value] = E.key;
  705. }
  706. Vector<BVH> main_vbh;
  707. main_vbh.resize(segments.size());
  708. for (int i = 0; i < main_vbh.size(); i++) {
  709. main_vbh.write[i].aabb.position = points[segments[i].points[0]];
  710. main_vbh.write[i].aabb.expand_to(points[segments[i].points[1]]);
  711. main_vbh.write[i].left = -1;
  712. main_vbh.write[i].right = i;
  713. }
  714. _generate_bvh(main_vbh.ptrw(), main_vbh.size(), 1);
  715. } else {
  716. //dictionary with arrays
  717. }
  718. configure(aabb_new);
  719. }
  720. Variant GodotConcavePolygonShape2D::get_data() const {
  721. Vector<Vector2> rsegments;
  722. int len = segments.size();
  723. rsegments.resize(len * 2);
  724. Vector2 *w = rsegments.ptrw();
  725. for (int i = 0; i < len; i++) {
  726. w[(i << 1) + 0] = points[segments[i].points[0]];
  727. w[(i << 1) + 1] = points[segments[i].points[1]];
  728. }
  729. return rsegments;
  730. }
  731. void GodotConcavePolygonShape2D::cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const {
  732. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * bvh_depth);
  733. enum {
  734. TEST_AABB_BIT = 0,
  735. VISIT_LEFT_BIT = 1,
  736. VISIT_RIGHT_BIT = 2,
  737. VISIT_DONE_BIT = 3,
  738. VISITED_BIT_SHIFT = 29,
  739. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  740. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  741. };
  742. /*
  743. for(int i=0;i<bvh_depth;i++)
  744. stack[i]=0;
  745. */
  746. if (segments.size() == 0 || points.size() == 0 || bvh.size() == 0) {
  747. return;
  748. }
  749. int level = 0;
  750. const Segment *segmentptr = &segments[0];
  751. const Vector2 *pointptr = &points[0];
  752. const BVH *bvhptr = &bvh[0];
  753. stack[0] = 0;
  754. while (true) {
  755. uint32_t node = stack[level] & NODE_IDX_MASK;
  756. const BVH &bvh2 = bvhptr[node];
  757. switch (stack[level] >> VISITED_BIT_SHIFT) {
  758. case TEST_AABB_BIT: {
  759. bool valid = p_local_aabb.intersects(bvh2.aabb);
  760. if (!valid) {
  761. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  762. } else {
  763. if (bvh2.left < 0) {
  764. const Segment &s = segmentptr[bvh2.right];
  765. Vector2 a = pointptr[s.points[0]];
  766. Vector2 b = pointptr[s.points[1]];
  767. GodotSegmentShape2D ss(a, b, (b - a).orthogonal().normalized());
  768. if (p_callback(p_userdata, &ss)) {
  769. return;
  770. }
  771. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  772. } else {
  773. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  774. }
  775. }
  776. }
  777. continue;
  778. case VISIT_LEFT_BIT: {
  779. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  780. stack[level + 1] = bvh2.left | TEST_AABB_BIT;
  781. level++;
  782. }
  783. continue;
  784. case VISIT_RIGHT_BIT: {
  785. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  786. stack[level + 1] = bvh2.right | TEST_AABB_BIT;
  787. level++;
  788. }
  789. continue;
  790. case VISIT_DONE_BIT: {
  791. if (level == 0) {
  792. return;
  793. } else {
  794. level--;
  795. }
  796. }
  797. continue;
  798. }
  799. }
  800. }