/*************************************************************************/ /* shape_sw.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "shape_sw.h" #include "geometry.h" #include "sort.h" #include "quick_hull.h" #define _POINT_SNAP 0.001953125 #define _EDGE_IS_VALID_SUPPORT_TRESHOLD 0.0002 #define _FACE_IS_VALID_SUPPORT_TRESHOLD 0.9998 void ShapeSW::configure(const AABB& p_aabb) { aabb=p_aabb; configured=true; for (Map::Element *E=owners.front();E;E=E->next()) { ShapeOwnerSW* co=(ShapeOwnerSW*)E->key(); co->_shape_changed(); } } Vector3 ShapeSW::get_support(const Vector3& p_normal) const { Vector3 res; int amnt; get_supports(p_normal,1,&res,amnt); return res; } void ShapeSW::add_owner(ShapeOwnerSW *p_owner) { Map::Element *E=owners.find(p_owner); if (E) { E->get()++; } else { owners[p_owner]=1; } } void ShapeSW::remove_owner(ShapeOwnerSW *p_owner){ Map::Element *E=owners.find(p_owner); ERR_FAIL_COND(!E); E->get()--; if (E->get()==0) { owners.erase(E); } } bool ShapeSW::is_owner(ShapeOwnerSW *p_owner) const{ return owners.has(p_owner); } const Map& ShapeSW::get_owners() const{ return owners; } ShapeSW::ShapeSW() { custom_bias=0; configured=false; } ShapeSW::~ShapeSW() { ERR_FAIL_COND(owners.size()); } Plane PlaneShapeSW::get_plane() const { return plane; } void PlaneShapeSW::project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const { // gibberish, a plane is infinity r_min=-1e7; r_max=1e7; } Vector3 PlaneShapeSW::get_support(const Vector3& p_normal) const { return p_normal*1e15; } bool PlaneShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const { bool inters=plane.intersects_segment(p_begin,p_end,&r_result); if(inters) r_normal=plane.normal; return inters; } Vector3 PlaneShapeSW::get_moment_of_inertia(float p_mass) const { return Vector3(); //wtf } void PlaneShapeSW::_setup(const Plane& p_plane) { plane=p_plane; configure(AABB(Vector3(-1e4,-1e4,-1e4),Vector3(1e4*2,1e4*2,1e4*2))); } void PlaneShapeSW::set_data(const Variant& p_data) { _setup(p_data); } Variant PlaneShapeSW::get_data() const { return plane; } PlaneShapeSW::PlaneShapeSW() { } // float RayShapeSW::get_length() const { return length; } void RayShapeSW::project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const { // don't think this will be even used r_min=0; r_max=1; } Vector3 RayShapeSW::get_support(const Vector3& p_normal) const { if (p_normal.z>0) return Vector3(0,0,length); else return Vector3(0,0,0); } void RayShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const { if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_TRESHOLD) { r_amount=2; r_supports[0]=Vector3(0,0,0); r_supports[1]=Vector3(0,0,length); } if (p_normal.z>0) { r_amount=1; *r_supports=Vector3(0,0,length); } else { r_amount=1; *r_supports=Vector3(0,0,0); } } bool RayShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const { return false; //simply not possible } Vector3 RayShapeSW::get_moment_of_inertia(float p_mass) const { return Vector3(); } void RayShapeSW::_setup(float p_length) { length=p_length; configure(AABB(Vector3(0,0,0),Vector3(0.1,0.1,length))); } void RayShapeSW::set_data(const Variant& p_data) { _setup(p_data); } Variant RayShapeSW::get_data() const { return length; } RayShapeSW::RayShapeSW() { length=1; } /********** SPHERE *************/ real_t SphereShapeSW::get_radius() const { return radius; } void SphereShapeSW::project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const { float d = p_normal.dot( p_transform.origin ); // figure out scale at point Vector3 local_normal = p_transform.basis.xform_inv(p_normal); float scale = local_normal.length(); r_min = d - (radius) * scale; r_max = d + (radius) * scale; } Vector3 SphereShapeSW::get_support(const Vector3& p_normal) const { return p_normal*radius; } void SphereShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const { *r_supports=p_normal*radius; r_amount=1; } bool SphereShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const { return Geometry::segment_intersects_sphere(p_begin,p_end,Vector3(),radius,&r_result,&r_normal); } Vector3 SphereShapeSW::get_moment_of_inertia(float p_mass) const { float s = 0.4 * p_mass * radius * radius; return Vector3(s,s,s); } void SphereShapeSW::_setup(real_t p_radius) { radius=p_radius; configure(AABB( Vector3(-radius,-radius,-radius), Vector3(radius*2.0,radius*2.0,radius*2.0))); } void SphereShapeSW::set_data(const Variant& p_data) { _setup(p_data); } Variant SphereShapeSW::get_data() const { return radius; } SphereShapeSW::SphereShapeSW() { radius=0; } /********** BOX *************/ void BoxShapeSW::project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const { // no matter the angle, the box is mirrored anyway Vector3 local_normal=p_transform.basis.xform_inv(p_normal); float length = local_normal.abs().dot(half_extents); float distance = p_normal.dot( p_transform.origin ); r_min = distance - length; r_max = distance + length; } Vector3 BoxShapeSW::get_support(const Vector3& p_normal) const { Vector3 point( (p_normal.x<0) ? -half_extents.x : half_extents.x, (p_normal.y<0) ? -half_extents.y : half_extents.y, (p_normal.z<0) ? -half_extents.z : half_extents.z ); return point; } void BoxShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const { static const int next[3]={1,2,0}; static const int next2[3]={2,0,1}; for (int i=0;i<3;i++) { Vector3 axis; axis[i]=1.0; float dot = p_normal.dot( axis ); if ( Math::abs( dot ) > _FACE_IS_VALID_SUPPORT_TRESHOLD ) { //Vector3 axis_b; bool neg = dot<0; r_amount = 4; Vector3 point; point[i]=half_extents[i]; int i_n=next[i]; int i_n2=next2[i]; static const float sign[4][2]={ {-1.0, 1.0}, { 1.0, 1.0}, { 1.0,-1.0}, {-1.0,-1.0}, }; for (int j=0;j<4;j++) { point[i_n]=sign[j][0]*half_extents[i_n]; point[i_n2]=sign[j][1]*half_extents[i_n2]; r_supports[j]=neg?-point:point; } if (neg) { SWAP( r_supports[1], r_supports[2] ); SWAP( r_supports[0], r_supports[3] ); } return; } r_amount=0; } for (int i=0;i<3;i++) { Vector3 axis; axis[i]=1.0; if (Math::abs(p_normal.dot(axis))<_EDGE_IS_VALID_SUPPORT_TRESHOLD) { r_amount= 2; int i_n=next[i]; int i_n2=next2[i]; Vector3 point=half_extents; if (p_normal[i_n]<0) { point[i_n]=-point[i_n]; } if (p_normal[i_n2]<0) { point[i_n2]=-point[i_n2]; } r_supports[0] = point; point[i]=-point[i]; r_supports[1] = point; return; } } /* USE POINT */ Vector3 point( (p_normal.x<0) ? -half_extents.x : half_extents.x, (p_normal.y<0) ? -half_extents.y : half_extents.y, (p_normal.z<0) ? -half_extents.z : half_extents.z ); r_amount=1; r_supports[0]=point; } bool BoxShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const { AABB aabb(-half_extents,half_extents*2.0); return aabb.intersects_segment(p_begin,p_end,&r_result,&r_normal); } Vector3 BoxShapeSW::get_moment_of_inertia(float p_mass) const { float lx=half_extents.x; float ly=half_extents.y; float lz=half_extents.z; return Vector3( (p_mass/3.0) * (ly*ly + lz*lz), (p_mass/3.0) * (lx*lx + lz*lz), (p_mass/3.0) * (lx*lx + ly*ly) ); } void BoxShapeSW::_setup(const Vector3& p_half_extents) { half_extents=p_half_extents.abs(); configure(AABB(-half_extents,half_extents*2)); } void BoxShapeSW::set_data(const Variant& p_data) { _setup(p_data); } Variant BoxShapeSW::get_data() const { return half_extents; } BoxShapeSW::BoxShapeSW() { } /********** CAPSULE *************/ void CapsuleShapeSW::project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const { Vector3 n=p_transform.basis.xform_inv(p_normal).normalized(); float h = (n.z > 0) ? height : -height; n *= radius; n.z += h * 0.5; r_max=p_normal.dot(p_transform.xform(n)); r_min=p_normal.dot(p_transform.xform(-n)); return; n = p_transform.basis.xform(n); float distance = p_normal.dot( p_transform.origin ); float length = Math::abs(p_normal.dot(n)); r_min = distance - length; r_max = distance + length; ERR_FAIL_COND( r_max < r_min ); } Vector3 CapsuleShapeSW::get_support(const Vector3& p_normal) const { Vector3 n=p_normal; float h = (n.z > 0) ? height : -height; n*=radius; n.z += h*0.5; return n; } void CapsuleShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const { Vector3 n=p_normal; float d = n.z; if (Math::abs( d )<_EDGE_IS_VALID_SUPPORT_TRESHOLD ) { // make it flat n.z=0.0; n.normalize(); n*=radius; r_amount=2; r_supports[0]=n; r_supports[0].z+=height*0.5; r_supports[1]=n; r_supports[1].z-=height*0.5; } else { float h = (d > 0) ? height : -height; n*=radius; n.z += h*0.5; r_amount=1; *r_supports=n; } } bool CapsuleShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const { Vector3 norm=(p_end-p_begin).normalized(); float min_d=1e20; Vector3 res,n; bool collision=false; Vector3 auxres,auxn; bool collided; // test against cylinder and spheres :-| collided = Geometry::segment_intersects_cylinder(p_begin,p_end,height,radius,&auxres,&auxn); if (collided) { float d=norm.dot(auxres); if (d r_max) r_max=d; if (i==0 || d < r_min) r_min=d; } } Vector3 ConvexPolygonShapeSW::get_support(const Vector3& p_normal) const { Vector3 n=p_normal; int vert_support_idx=-1; float support_max; int vertex_count=mesh.vertices.size(); if (vertex_count==0) return Vector3(); const Vector3 *vrts=&mesh.vertices[0]; for (int i=0;i support_max) { support_max=d; vert_support_idx=i; } } return vrts[vert_support_idx]; } void ConvexPolygonShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const { const Geometry::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); const Geometry::MeshData::Edge *edges = mesh.edges.ptr(); int ec = mesh.edges.size(); const Vector3 *vertices = mesh.vertices.ptr(); int vc = mesh.vertices.size(); //find vertex first real_t max; int vtx; for (int i=0;i max) { max=d; vtx=i; } } for(int i=0;i_FACE_IS_VALID_SUPPORT_TRESHOLD) { int ic = faces[i].indices.size(); const int *ind=faces[i].indices.ptr(); bool valid=false; for(int j=0;j 0) continue; //opposing face int ic = faces[i].indices.size(); const int *ind=faces[i].indices.ptr(); for(int j=1;j& p_vertices) { Error err = QuickHull::build(p_vertices,mesh); AABB _aabb; for(int i=0;i r_max) r_max=d; if (i==0 || d < r_min) r_min=d; } } Vector3 FaceShapeSW::get_support(const Vector3& p_normal) const { Vector3 n=p_normal; int vert_support_idx=-1; float support_max; for (int i=0;i<3;i++) { //float d=n.dot(vertex[i]); float d=p_normal.dot(vertex[i]); if (i==0 || d > support_max) { support_max=d; vert_support_idx=i; } } return vertex[vert_support_idx]; } void FaceShapeSW::get_supports(const Vector3& p_normal,int p_max,Vector3 *r_supports,int & r_amount) const { Vector3 n=p_normal; /** TEST FACE AS SUPPORT **/ if (normal.dot(n) > _FACE_IS_VALID_SUPPORT_TRESHOLD) { r_amount=3; for (int i=0;i<3;i++) { r_supports[i]=vertex[i]; } return; } /** FIND SUPPORT VERTEX **/ int vert_support_idx=-1; float support_max; for (int i=0;i<3;i++) { float d=n.dot(vertex[i]); if (i==0 || d > support_max) { support_max=d; vert_support_idx=i; } } /** TEST EDGES AS SUPPORT **/ for (int i=0;i<3;i++) { int nx=(i+1)%3; if (i!=vert_support_idx && nx!=vert_support_idx) continue; // check if edge is valid as a support float dot=(vertex[i]-vertex[nx]).normalized().dot(n); dot=ABS(dot); if (dot < _EDGE_IS_VALID_SUPPORT_TRESHOLD) { r_amount=2; r_supports[0]=vertex[i]; r_supports[1]=vertex[nx]; return; } } r_amount=1; r_supports[0]=vertex[vert_support_idx]; } bool FaceShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const { bool c=Geometry::segment_intersects_triangle(p_begin,p_end,vertex[0],vertex[1],vertex[2],&r_result); if (c) { r_normal=Plane(vertex[0],vertex[1],vertex[2]).normal; if (r_normal.dot(p_end-p_begin)>0) { r_normal=-r_normal; } } return c; } Vector3 FaceShapeSW::get_moment_of_inertia(float p_mass) const { return Vector3(); // Sorry, but i don't think anyone cares, FaceShape! } FaceShapeSW::FaceShapeSW() { configure(AABB()); } DVector ConcavePolygonShapeSW::get_faces() const { DVector rfaces; rfaces.resize(faces.size()*3); for(int i=0;i::Read r=vertices.read(); const Vector3 *vptr=r.ptr(); for (int i=0;i r_max) r_max=d; if (i==0 || d < r_min) r_min=d; } } Vector3 ConcavePolygonShapeSW::get_support(const Vector3& p_normal) const { int count=vertices.size(); DVector::Read r=vertices.read(); const Vector3 *vptr=r.ptr(); Vector3 n=p_normal; int vert_support_idx=-1; float support_max; for (int i=0;i support_max) { support_max=d; vert_support_idx=i; } } return vptr[vert_support_idx]; } void ConcavePolygonShapeSW::_cull_segment(int p_idx,_SegmentCullParams *p_params) const { const BVH *bvh=&p_params->bvh[p_idx]; //if (p_params->dir.dot(bvh->aabb.get_support(-p_params->dir))>p_params->min_d) // return; //test against whole AABB, which isn't very costly //printf("addr: %p\n",bvh); if (!bvh->aabb.intersects_segment(p_params->from,p_params->to)) { return; } if (bvh->face_index>=0) { Vector3 res; Vector3 vertices[3]={ p_params->vertices[ p_params->faces[ bvh->face_index ].indices[0] ], p_params->vertices[ p_params->faces[ bvh->face_index ].indices[1] ], p_params->vertices[ p_params->faces[ bvh->face_index ].indices[2] ] }; if (Geometry::segment_intersects_triangle( p_params->from, p_params->to, vertices[0], vertices[1], vertices[2], &res)) { float d=p_params->dir.dot(res) - p_params->dir.dot(p_params->from); //TODO, seems segmen/triangle intersection is broken :( if (d>0 && dmin_d) { p_params->min_d=d; p_params->result=res; p_params->normal=Plane(vertices[0],vertices[1],vertices[2]).normal; if (p_params->normal.dot(p_params->dir)>0) p_params->normal=-p_params->normal; p_params->collisions++; } } } else { if (bvh->left>=0) _cull_segment(bvh->left,p_params); if (bvh->right>=0) _cull_segment(bvh->right,p_params); } } bool ConcavePolygonShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_result, Vector3 &r_normal) const { // unlock data DVector::Read fr=faces.read(); DVector::Read vr=vertices.read(); DVector::Read br=bvh.read(); _SegmentCullParams params; params.from=p_begin; params.to=p_end; params.collisions=0; params.dir=(p_end-p_begin).normalized(); params.faces=fr.ptr(); params.vertices=vr.ptr(); params.bvh=br.ptr(); params.min_d=1e20; // cull _cull_segment(0,¶ms); if (params.collisions>0) { r_result=params.result; r_normal=params.normal; return true; } else { return false; } } void ConcavePolygonShapeSW::_cull(int p_idx,_CullParams *p_params) const { const BVH* bvh=&p_params->bvh[p_idx]; if (!p_params->aabb.intersects( bvh->aabb )) return; if (bvh->face_index>=0) { const Face *f=&p_params->faces[ bvh->face_index ]; FaceShapeSW *face=p_params->face; face->normal=f->normal; face->vertex[0]=p_params->vertices[f->indices[0]]; face->vertex[1]=p_params->vertices[f->indices[1]]; face->vertex[2]=p_params->vertices[f->indices[2]]; p_params->callback(p_params->userdata,face); } else { if (bvh->left>=0) { _cull(bvh->left,p_params); } if (bvh->right>=0) { _cull(bvh->right,p_params); } } } void ConcavePolygonShapeSW::cull(const AABB& p_local_aabb,Callback p_callback,void* p_userdata) const { // make matrix local to concave AABB local_aabb=p_local_aabb; // unlock data DVector::Read fr=faces.read(); DVector::Read vr=vertices.read(); DVector::Read br=bvh.read(); FaceShapeSW face; // use this to send in the callback _CullParams params; params.aabb=local_aabb; params.face=&face; params.faces=fr.ptr(); params.vertices=vr.ptr(); params.bvh=br.ptr(); params.callback=p_callback; params.userdata=p_userdata; // cull _cull(0,¶ms); } Vector3 ConcavePolygonShapeSW::get_moment_of_inertia(float p_mass) const { // use crappy AABB approximation Vector3 extents=get_aabb().size*0.5; return Vector3( (p_mass/3.0) * (extents.y*extents.y + extents.z*extents.z), (p_mass/3.0) * (extents.x*extents.x + extents.z*extents.z), (p_mass/3.0) * (extents.y*extents.y + extents.y*extents.y) ); } struct _VolumeSW_BVH_Element { AABB aabb; Vector3 center; int face_index; }; struct _VolumeSW_BVH_CompareX { _FORCE_INLINE_ bool operator ()(const _VolumeSW_BVH_Element& a, const _VolumeSW_BVH_Element& b) const { return a.center.xaabb=p_elements[0].aabb; bvh->left=NULL; bvh->right=NULL; bvh->face_index=p_elements->face_index; count++; return bvh; } else { bvh->face_index=-1; } AABB aabb; for(int i=0;iaabb=aabb; switch(aabb.get_longest_axis_index()) { case 0: { SortArray<_VolumeSW_BVH_Element,_VolumeSW_BVH_CompareX> sort_x; sort_x.sort(p_elements,p_size); } break; case 1: { SortArray<_VolumeSW_BVH_Element,_VolumeSW_BVH_CompareY> sort_y; sort_y.sort(p_elements,p_size); } break; case 2: { SortArray<_VolumeSW_BVH_Element,_VolumeSW_BVH_CompareZ> sort_z; sort_z.sort(p_elements,p_size); } break; } int split=p_size/2; bvh->left=_volume_sw_build_bvh(p_elements,split,count); bvh->right=_volume_sw_build_bvh(&p_elements[split],p_size-split,count); // printf("branch at %p - %i: %i\n",bvh,count,bvh->face_index); count++; return bvh; } void ConcavePolygonShapeSW::_fill_bvh(_VolumeSW_BVH* p_bvh_tree,BVH* p_bvh_array,int& p_idx) { int idx=p_idx; p_bvh_array[idx].aabb=p_bvh_tree->aabb; p_bvh_array[idx].face_index=p_bvh_tree->face_index; // printf("%p - %i: %i(%p) -- %p:%p\n",%p_bvh_array[idx],p_idx,p_bvh_array[i]->face_index,&p_bvh_tree->face_index,p_bvh_tree->left,p_bvh_tree->right); if (p_bvh_tree->left) { p_bvh_array[idx].left=++p_idx; _fill_bvh(p_bvh_tree->left,p_bvh_array,p_idx); } else { p_bvh_array[p_idx].left=-1; } if (p_bvh_tree->right) { p_bvh_array[idx].right=++p_idx; _fill_bvh(p_bvh_tree->right,p_bvh_array,p_idx); } else { p_bvh_array[p_idx].right=-1; } memdelete(p_bvh_tree); } void ConcavePolygonShapeSW::_setup(DVector p_faces) { int src_face_count=p_faces.size(); ERR_FAIL_COND(src_face_count%3); src_face_count/=3; DVector::Read r = p_faces.read(); const Vector3 * facesr= r.ptr(); #if 0 Map point_map; List face_list; for(int i=0;i::Element *E=point_map.find(faceaux.vertex[j]); if (E) { face.indices[j]=E->value(); } else { face.indices[j]=point_map.size(); point_map.insert(faceaux.vertex[j],point_map.size()); } } face_list.push_back(face); } vertices.resize( point_map.size() ); DVector::Write vw = vertices.write(); Vector3 *verticesw=vw.ptr(); AABB _aabb; for( Map::Element *E=point_map.front();E;E=E->next()) { if (E==point_map.front()) { _aabb.pos=E->key(); } else { _aabb.expand_to(E->key()); } verticesw[E->value()]=E->key(); } point_map.clear(); // not needed anymore faces.resize(face_list.size()); DVector::Write w = faces.write(); Face *facesw=w.ptr(); int fc=0; for( List::Element *E=face_list.front();E;E=E->next()) { facesw[fc++]=E->get(); } face_list.clear(); DVector<_VolumeSW_BVH_Element> bvh_array; bvh_array.resize( fc ); DVector<_VolumeSW_BVH_Element>::Write bvhw = bvh_array.write(); _VolumeSW_BVH_Element *bvh_arrayw=bvhw.ptr(); for(int i=0;i::Write(); vw=DVector::Write(); int count=0; _VolumeSW_BVH *bvh_tree=_volume_sw_build_bvh(bvh_arrayw,fc,count); ERR_FAIL_COND(count==0); bvhw=DVector<_VolumeSW_BVH_Element>::Write(); bvh.resize( count+1 ); DVector::Write bvhw2 = bvh.write(); BVH*bvh_arrayw2=bvhw2.ptr(); int idx=0; _fill_bvh(bvh_tree,bvh_arrayw2,idx); set_aabb(_aabb); #else DVector<_VolumeSW_BVH_Element> bvh_array; bvh_array.resize( src_face_count ); DVector<_VolumeSW_BVH_Element>::Write bvhw = bvh_array.write(); _VolumeSW_BVH_Element *bvh_arrayw=bvhw.ptr(); faces.resize(src_face_count); DVector::Write w = faces.write(); Face *facesw=w.ptr(); vertices.resize( src_face_count*3 ); DVector::Write vw = vertices.write(); Vector3 *verticesw=vw.ptr(); AABB _aabb; for(int i=0;i::Write(); vw=DVector::Write(); int count=0; _VolumeSW_BVH *bvh_tree=_volume_sw_build_bvh(bvh_arrayw,src_face_count,count); bvh.resize( count+1 ); DVector::Write bvhw2 = bvh.write(); BVH*bvh_arrayw2=bvhw2.ptr(); int idx=0; _fill_bvh(bvh_tree,bvh_arrayw2,idx); configure(_aabb); // this type of shape has no margin #endif } void ConcavePolygonShapeSW::set_data(const Variant& p_data) { _setup(p_data); } Variant ConcavePolygonShapeSW::get_data() const { return get_faces(); } ConcavePolygonShapeSW::ConcavePolygonShapeSW() { } /* HEIGHT MAP SHAPE */ DVector HeightMapShapeSW::get_heights() const { return heights; } int HeightMapShapeSW::get_width() const { return width; } int HeightMapShapeSW::get_depth() const { return depth; } float HeightMapShapeSW::get_cell_size() const { return cell_size; } void HeightMapShapeSW::project_range(const Vector3& p_normal, const Transform& p_transform, real_t &r_min, real_t &r_max) const { //not very useful, but not very used either p_transform.xform(get_aabb()).project_range_in_plane( Plane(p_normal,0),r_min,r_max ); } Vector3 HeightMapShapeSW::get_support(const Vector3& p_normal) const { //not very useful, but not very used either return get_aabb().get_support(p_normal); } bool HeightMapShapeSW::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const { return false; } void HeightMapShapeSW::cull(const AABB& p_local_aabb,Callback p_callback,void* p_userdata) const { } Vector3 HeightMapShapeSW::get_moment_of_inertia(float p_mass) const { // use crappy AABB approximation Vector3 extents=get_aabb().size*0.5; return Vector3( (p_mass/3.0) * (extents.y*extents.y + extents.z*extents.z), (p_mass/3.0) * (extents.x*extents.x + extents.z*extents.z), (p_mass/3.0) * (extents.y*extents.y + extents.y*extents.y) ); } void HeightMapShapeSW::_setup(DVector p_heights,int p_width,int p_depth,real_t p_cell_size) { heights=p_heights; width=p_width; depth=p_depth;; cell_size=p_cell_size; DVector::Read r = heights. read(); AABB aabb; for(int i=0;i heights=d["heights"]; ERR_FAIL_COND( width<= 0); ERR_FAIL_COND( depth<= 0); ERR_FAIL_COND( cell_size<= CMP_EPSILON); ERR_FAIL_COND( heights.size() != (width*depth) ); _setup(heights, width, depth, cell_size ); } Variant HeightMapShapeSW::get_data() const { ERR_FAIL_V(Variant()); } HeightMapShapeSW::HeightMapShapeSW() { width=0; depth=0; cell_size=0; }