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			If the module is enabled (default), 3D physics works as it did before. If the module is disabled and no other 3D physics server is registered (via a module or GDExtension), then we fall back to a dummy implementation which effectively disables 3D physics functionality (and a warning is printed). The dummy 3D physics server can also be selected explicitly, in which case no warning is printed.
		
			
				
	
	
		
			128 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  godot_broad_phase_3d_bvh.cpp                                          */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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| 
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| #include "godot_broad_phase_3d_bvh.h"
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| 
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| #include "godot_collision_object_3d.h"
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| 
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| GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
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| 	uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
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| 	uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
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| 	ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
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| 	return oid + 1;
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| }
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| 
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| void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
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| 	ERR_FAIL_COND(!p_id);
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| 	bvh.move(p_id - 1, p_aabb);
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| }
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| 
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| void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {
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| 	ERR_FAIL_COND(!p_id);
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| 	uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
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| 	uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
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| 	bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
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| }
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| 
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| void GodotBroadPhase3DBVH::remove(ID p_id) {
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| 	ERR_FAIL_COND(!p_id);
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| 	bvh.erase(p_id - 1);
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| }
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| 
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| GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const {
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| 	ERR_FAIL_COND_V(!p_id, nullptr);
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| 	GodotCollisionObject3D *it = bvh.get(p_id - 1);
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| 	ERR_FAIL_NULL_V(it, nullptr);
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| 	return it;
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| }
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| 
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| bool GodotBroadPhase3DBVH::is_static(ID p_id) const {
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| 	ERR_FAIL_COND_V(!p_id, false);
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| 	uint32_t tree_id = bvh.get_tree_id(p_id - 1);
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| 	return tree_id == 0;
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| }
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| 
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| int GodotBroadPhase3DBVH::get_subindex(ID p_id) const {
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| 	ERR_FAIL_COND_V(!p_id, 0);
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| 	return bvh.get_subindex(p_id - 1);
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| }
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| 
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| int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
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| 	return bvh.cull_point(p_point, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
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| }
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| 
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| int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
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| 	return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
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| }
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| 
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| int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
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| 	return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
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| }
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| 
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| void *GodotBroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B) {
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| 	GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
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| 	if (!bpo->pair_callback) {
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| 		return nullptr;
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| 	}
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| 
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| 	return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
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| }
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| 
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| void GodotBroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B, void *pairdata) {
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| 	GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
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| 	if (!bpo->unpair_callback) {
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| 		return;
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| 	}
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| 
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| 	bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
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| }
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| 
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| void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
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| 	pair_callback = p_pair_callback;
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| 	pair_userdata = p_userdata;
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| }
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| 
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| void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
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| 	unpair_callback = p_unpair_callback;
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| 	unpair_userdata = p_userdata;
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| }
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| 
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| void GodotBroadPhase3DBVH::update() {
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| 	bvh.update();
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| }
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| 
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| GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() {
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| 	return memnew(GodotBroadPhase3DBVH);
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| }
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| 
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| GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() {
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| 	bvh.set_pair_callback(_pair_callback, this);
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| 	bvh.set_unpair_callback(_unpair_callback, this);
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| }
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