godot_broad_phase_2d_bvh.cpp 5.6 KB

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  1. /**************************************************************************/
  2. /* godot_broad_phase_2d_bvh.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_broad_phase_2d_bvh.h"
  31. #include "godot_collision_object_2d.h"
  32. GodotBroadPhase2D::ID GodotBroadPhase2DBVH::create(GodotCollisionObject2D *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) {
  33. uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
  34. uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
  35. ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
  36. return oid + 1;
  37. }
  38. void GodotBroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) {
  39. ERR_FAIL_COND(!p_id);
  40. bvh.move(p_id - 1, p_aabb);
  41. }
  42. void GodotBroadPhase2DBVH::set_static(ID p_id, bool p_static) {
  43. ERR_FAIL_COND(!p_id);
  44. uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
  45. uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
  46. bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
  47. }
  48. void GodotBroadPhase2DBVH::remove(ID p_id) {
  49. ERR_FAIL_COND(!p_id);
  50. bvh.erase(p_id - 1);
  51. }
  52. GodotCollisionObject2D *GodotBroadPhase2DBVH::get_object(ID p_id) const {
  53. ERR_FAIL_COND_V(!p_id, nullptr);
  54. GodotCollisionObject2D *it = bvh.get(p_id - 1);
  55. ERR_FAIL_NULL_V(it, nullptr);
  56. return it;
  57. }
  58. bool GodotBroadPhase2DBVH::is_static(ID p_id) const {
  59. ERR_FAIL_COND_V(!p_id, false);
  60. uint32_t tree_id = bvh.get_tree_id(p_id - 1);
  61. return tree_id == 0;
  62. }
  63. int GodotBroadPhase2DBVH::get_subindex(ID p_id) const {
  64. ERR_FAIL_COND_V(!p_id, 0);
  65. return bvh.get_subindex(p_id - 1);
  66. }
  67. int GodotBroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) {
  68. return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
  69. }
  70. int GodotBroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) {
  71. return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
  72. }
  73. void *GodotBroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B) {
  74. GodotBroadPhase2DBVH *bpo = static_cast<GodotBroadPhase2DBVH *>(self);
  75. if (!bpo->pair_callback) {
  76. return nullptr;
  77. }
  78. return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
  79. }
  80. void GodotBroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B, void *pairdata) {
  81. GodotBroadPhase2DBVH *bpo = static_cast<GodotBroadPhase2DBVH *>(self);
  82. if (!bpo->unpair_callback) {
  83. return;
  84. }
  85. bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
  86. }
  87. void GodotBroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
  88. pair_callback = p_pair_callback;
  89. pair_userdata = p_userdata;
  90. }
  91. void GodotBroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
  92. unpair_callback = p_unpair_callback;
  93. unpair_userdata = p_userdata;
  94. }
  95. void GodotBroadPhase2DBVH::update() {
  96. bvh.update();
  97. }
  98. GodotBroadPhase2D *GodotBroadPhase2DBVH::_create() {
  99. return memnew(GodotBroadPhase2DBVH);
  100. }
  101. GodotBroadPhase2DBVH::GodotBroadPhase2DBVH() {
  102. bvh.set_pair_callback(_pair_callback, this);
  103. bvh.set_unpair_callback(_unpair_callback, this);
  104. }