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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-03-04 23:29:38 +0100 |
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committer | GitHub <noreply@github.com> | 2022-03-04 23:29:38 +0100 |
commit | 0d1e3893d9f69c312aabc36e01ebd5c869ea30cf (patch) | |
tree | 37a4fd8d204ca97b17634e31073f54057a90c4e7 /servers/physics_3d | |
parent | 71835906dd3965eac703137bc8e14abcaa630dfd (diff) | |
parent | f8eaab5b4758dd2a1339e1b6abf5e9509ccba35c (diff) |
Merge pull request #57630 from lawnjelly/bvh4_templated_checks
[4.x] BVH - Sync BVH with 3.x
Diffstat (limited to 'servers/physics_3d')
-rw-r--r-- | servers/physics_3d/godot_broad_phase_3d_bvh.cpp | 18 | ||||
-rw-r--r-- | servers/physics_3d/godot_broad_phase_3d_bvh.h | 29 | ||||
-rw-r--r-- | servers/physics_3d/godot_collision_object_3d.h | 2 | ||||
-rw-r--r-- | servers/physics_3d/godot_space_3d.cpp | 5 |
4 files changed, 41 insertions, 13 deletions
diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp index 9a6b96c411..d947892751 100644 --- a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp +++ b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp @@ -33,7 +33,9 @@ #include "godot_collision_object_3d.h" GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) { - ID oid = bvh.create(p_object, true, p_aabb, p_subindex, !p_static, 1 << p_object->get_type(), p_static ? 0 : 0xFFFFF); // Pair everything, don't care? + uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC; + uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC); + ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care? return oid + 1; } @@ -42,8 +44,9 @@ void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) { } void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) { - GodotCollisionObject3D *it = bvh.get(p_id - 1); - bvh.set_pairable(p_id - 1, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF, false); // Pair everything, don't care? + uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC; + uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC); + bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false); } void GodotBroadPhase3DBVH::remove(ID p_id) { @@ -57,7 +60,8 @@ GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const { } bool GodotBroadPhase3DBVH::is_static(ID p_id) const { - return !bvh.is_pairable(p_id - 1); + uint32_t tree_id = bvh.get_tree_id(p_id - 1); + return tree_id == 0; } int GodotBroadPhase3DBVH::get_subindex(ID p_id) const { @@ -65,15 +69,15 @@ int GodotBroadPhase3DBVH::get_subindex(ID p_id) const { } int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) { - return bvh.cull_point(p_point, p_results, p_max_results, p_result_indices); + return bvh.cull_point(p_point, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices); } int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) { - return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices); + return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices); } int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) { - return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices); + return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices); } 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) { diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.h b/servers/physics_3d/godot_broad_phase_3d_bvh.h index 7138019a9c..7660030195 100644 --- a/servers/physics_3d/godot_broad_phase_3d_bvh.h +++ b/servers/physics_3d/godot_broad_phase_3d_bvh.h @@ -36,7 +36,34 @@ #include "core/math/bvh.h" class GodotBroadPhase3DBVH : public GodotBroadPhase3D { - BVH_Manager<GodotCollisionObject3D, true, 128> bvh; + template <class T> + class UserPairTestFunction { + public: + static bool user_pair_check(const T *p_a, const T *p_b) { + // return false if no collision, decided by masks etc + return p_a->interacts_with(p_b); + } + }; + + template <class T> + class UserCullTestFunction { + public: + static bool user_cull_check(const T *p_a, const T *p_b) { + return true; + } + }; + + enum Tree { + TREE_STATIC = 0, + TREE_DYNAMIC = 1, + }; + + enum TreeFlag { + TREE_FLAG_STATIC = 1 << TREE_STATIC, + TREE_FLAG_DYNAMIC = 1 << TREE_DYNAMIC, + }; + + BVH_Manager<GodotCollisionObject3D, 2, true, 128, UserPairTestFunction<GodotCollisionObject3D>, UserCullTestFunction<GodotCollisionObject3D>> bvh; static void *_pair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int); static void _unpair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int, void *); diff --git a/servers/physics_3d/godot_collision_object_3d.h b/servers/physics_3d/godot_collision_object_3d.h index 0178838a25..515b945564 100644 --- a/servers/physics_3d/godot_collision_object_3d.h +++ b/servers/physics_3d/godot_collision_object_3d.h @@ -169,7 +169,7 @@ public: return p_other->collision_layer & collision_mask; } - _FORCE_INLINE_ bool interacts_with(GodotCollisionObject3D *p_other) const { + _FORCE_INLINE_ bool interacts_with(const GodotCollisionObject3D *p_other) const { return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; } diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index 2490a2f506..e28b6da0d9 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -1007,11 +1007,8 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D:: return collided; } +// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree. void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) { - if (!A->interacts_with(B)) { - return nullptr; - } - GodotCollisionObject3D::Type type_A = A->get_type(); GodotCollisionObject3D::Type type_B = B->get_type(); if (type_A > type_B) { |