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/**************************************************************************/
/* jolt_concave_polygon_shape_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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# include "jolt_concave_polygon_shape_3d.h"
# include "../jolt_project_settings.h"
# include "../misc/jolt_type_conversions.h"
# include "Jolt/Physics/Collision/Shape/MeshShape.h"
JPH : : ShapeRefC JoltConcavePolygonShape3D : : _build ( ) const {
const int vertex_count = ( int ) faces . size ( ) ;
const int face_count = vertex_count / 3 ;
const int excess_vertex_count = vertex_count % 3 ;
if ( unlikely ( vertex_count = = 0 ) ) {
return nullptr ;
}
ERR_FAIL_COND_V_MSG ( vertex_count < 3 , nullptr , vformat ( " Failed to build Jolt Physics concave polygon shape with %s. It must have a vertex count of at least 3. This shape belongs to %s. " , to_string ( ) , _owners_to_string ( ) ) ) ;
ERR_FAIL_COND_V_MSG ( excess_vertex_count ! = 0 , nullptr , vformat ( " Failed to build Jolt Physics concave polygon shape with %s. It must have a vertex count that is divisible by 3. This shape belongs to %s. " , to_string ( ) , _owners_to_string ( ) ) ) ;
JPH : : TriangleList jolt_faces ;
jolt_faces . reserve ( ( size_t ) face_count ) ;
const Vector3 * faces_begin = & faces [ 0 ] ;
const Vector3 * faces_end = faces_begin + vertex_count ;
JPH : : uint32 triangle_index = 0 ;
for ( const Vector3 * vertex = faces_begin ; vertex ! = faces_end ; vertex + = 3 ) {
const Vector3 * v0 = vertex + 0 ;
const Vector3 * v1 = vertex + 1 ;
const Vector3 * v2 = vertex + 2 ;
// Jolt uses a different winding order, so we swizzle the vertices to account for that.
jolt_faces . emplace_back (
JPH : : Float3 ( ( float ) v2 - > x , ( float ) v2 - > y , ( float ) v2 - > z ) ,
JPH : : Float3 ( ( float ) v1 - > x , ( float ) v1 - > y , ( float ) v1 - > z ) ,
JPH : : Float3 ( ( float ) v0 - > x , ( float ) v0 - > y , ( float ) v0 - > z ) ,
0 ,
triangle_index + + ) ;
}
JPH : : MeshShapeSettings shape_settings ( jolt_faces ) ;
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shape_settings . mActiveEdgeCosThresholdAngle = JoltProjectSettings : : active_edge_threshold_cos ;
shape_settings . mPerTriangleUserData = JoltProjectSettings : : enable_ray_cast_face_index ;
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const JPH : : ShapeSettings : : ShapeResult shape_result = shape_settings . Create ( ) ;
ERR_FAIL_COND_V_MSG ( shape_result . HasError ( ) , nullptr , vformat ( " Failed to build Jolt Physics concave polygon shape with %s. It returned the following error: '%s'. This shape belongs to %s. " , to_string ( ) , to_godot ( shape_result . GetError ( ) ) , _owners_to_string ( ) ) ) ;
return JoltShape3D : : with_double_sided ( shape_result . Get ( ) , back_face_collision ) ;
}
AABB JoltConcavePolygonShape3D : : _calculate_aabb ( ) const {
AABB result ;
for ( int i = 0 ; i < faces . size ( ) ; + + i ) {
const Vector3 & vertex = faces [ i ] ;
if ( i = = 0 ) {
result . position = vertex ;
} else {
result . expand_to ( vertex ) ;
}
}
return result ;
}
Variant JoltConcavePolygonShape3D : : get_data ( ) const {
Dictionary data ;
data [ " faces " ] = faces ;
data [ " backface_collision " ] = back_face_collision ;
return data ;
}
void JoltConcavePolygonShape3D : : set_data ( const Variant & p_data ) {
ERR_FAIL_COND ( p_data . get_type ( ) ! = Variant : : DICTIONARY ) ;
const Dictionary data = p_data ;
const Variant maybe_faces = data . get ( " faces " , Variant ( ) ) ;
ERR_FAIL_COND ( maybe_faces . get_type ( ) ! = Variant : : PACKED_VECTOR3_ARRAY ) ;
const Variant maybe_back_face_collision = data . get ( " backface_collision " , Variant ( ) ) ;
ERR_FAIL_COND ( maybe_back_face_collision . get_type ( ) ! = Variant : : BOOL ) ;
faces = maybe_faces ;
back_face_collision = maybe_back_face_collision ;
aabb = _calculate_aabb ( ) ;
destroy ( ) ;
}
String JoltConcavePolygonShape3D : : to_string ( ) const {
return vformat ( " {vertex_count=%d} " , faces . size ( ) ) ;
}