/**************************************************************************/ /* godot_shape_2d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ #ifndef GODOT_SHAPE_2D_H #define GODOT_SHAPE_2D_H #include "servers/physics_server_2d.h" #define _SEGMENT_IS_VALID_SUPPORT_THRESHOLD 0.99998 class GodotShape2D; class GodotShapeOwner2D { public: virtual void _shape_changed() = 0; virtual void remove_shape(GodotShape2D *p_shape) = 0; virtual ~GodotShapeOwner2D() {} }; class GodotShape2D { RID self; Rect2 aabb; bool configured = false; real_t custom_bias = 0.0; HashMap owners; protected: void configure(const Rect2 &p_aabb); public: _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } _FORCE_INLINE_ RID get_self() const { return self; } virtual PhysicsServer2D::ShapeType get_type() const = 0; _FORCE_INLINE_ Rect2 get_aabb() const { return aabb; } _FORCE_INLINE_ bool is_configured() const { return configured; } virtual bool allows_one_way_collision() const { return true; } virtual bool is_concave() const { return false; } virtual bool contains_point(const Vector2 &p_point) const = 0; virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const = 0; virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const = 0; virtual Vector2 get_support(const Vector2 &p_normal) const; virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const = 0; virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const = 0; virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const = 0; virtual void set_data(const Variant &p_data) = 0; virtual Variant get_data() const = 0; _FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; } _FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; } void add_owner(GodotShapeOwner2D *p_owner); void remove_owner(GodotShapeOwner2D *p_owner); bool is_owner(GodotShapeOwner2D *p_owner) const; const HashMap &get_owners() const; _FORCE_INLINE_ void get_supports_transformed_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_xform, Vector2 *r_supports, int &r_amount) const { get_supports(p_xform.basis_xform_inv(p_normal).normalized(), r_supports, r_amount); for (int i = 0; i < r_amount; i++) { r_supports[i] = p_xform.xform(r_supports[i]); } if (r_amount == 1) { if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) { //make line because they are parallel r_amount = 2; r_supports[1] = r_supports[0] + p_cast; } else if (p_cast.dot(p_normal) > 0) { //normal points towards cast, add cast r_supports[0] += p_cast; } } else { if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) { //optimize line and make it larger because they are parallel if ((r_supports[1] - r_supports[0]).dot(p_cast) > 0) { //larger towards 1 r_supports[1] += p_cast; } else { //larger towards 0 r_supports[0] += p_cast; } } else if (p_cast.dot(p_normal) > 0) { //normal points towards cast, add cast r_supports[0] += p_cast; r_supports[1] += p_cast; } } } GodotShape2D() {} virtual ~GodotShape2D(); }; //let the optimizer do the magic #define DEFAULT_PROJECT_RANGE_CAST \ virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { \ project_range_cast(p_cast, p_normal, p_transform, r_min, r_max); \ } \ _FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \ real_t mina, maxa; \ real_t minb, maxb; \ Transform2D ofsb = p_transform; \ ofsb.columns[2] += p_cast; \ project_range(p_normal, p_transform, mina, maxa); \ project_range(p_normal, ofsb, minb, maxb); \ r_min = MIN(mina, minb); \ r_max = MAX(maxa, maxb); \ } class GodotWorldBoundaryShape2D : public GodotShape2D { Vector2 normal; real_t d = 0.0; public: _FORCE_INLINE_ Vector2 get_normal() const { return normal; } _FORCE_INLINE_ real_t get_d() const { return d; } virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_WORLD_BOUNDARY; } virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; virtual bool contains_point(const Vector2 &p_point) const override; virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { //real large r_min = -1e10; r_max = 1e10; } virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range_cast(p_cast, p_normal, p_transform, r_min, r_max); } _FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { //real large r_min = -1e10; r_max = 1e10; } }; class GodotSeparationRayShape2D : public GodotShape2D { real_t length = 0.0; bool slide_on_slope = false; public: _FORCE_INLINE_ real_t get_length() const { return length; } _FORCE_INLINE_ bool get_slide_on_slope() const { return slide_on_slope; } virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_SEPARATION_RAY; } virtual bool allows_one_way_collision() const override { return false; } virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; virtual bool contains_point(const Vector2 &p_point) const override; virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { //real large r_max = p_normal.dot(p_transform.get_origin()); r_min = p_normal.dot(p_transform.xform(Vector2(0, length))); if (r_max < r_min) { SWAP(r_max, r_min); } } DEFAULT_PROJECT_RANGE_CAST _FORCE_INLINE_ GodotSeparationRayShape2D() {} _FORCE_INLINE_ GodotSeparationRayShape2D(real_t p_length) { length = p_length; } }; class GodotSegmentShape2D : public GodotShape2D { Vector2 a; Vector2 b; Vector2 n; public: _FORCE_INLINE_ const Vector2 &get_a() const { return a; } _FORCE_INLINE_ const Vector2 &get_b() const { return b; } _FORCE_INLINE_ const Vector2 &get_normal() const { return n; } virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_SEGMENT; } _FORCE_INLINE_ Vector2 get_xformed_normal(const Transform2D &p_xform) const { return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal(); } virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; virtual bool contains_point(const Vector2 &p_point) const override; virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { //real large r_max = p_normal.dot(p_transform.xform(a)); r_min = p_normal.dot(p_transform.xform(b)); if (r_max < r_min) { SWAP(r_max, r_min); } } DEFAULT_PROJECT_RANGE_CAST _FORCE_INLINE_ GodotSegmentShape2D() {} _FORCE_INLINE_ GodotSegmentShape2D(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_n) { a = p_a; b = p_b; n = p_n; } }; class GodotCircleShape2D : public GodotShape2D { real_t radius; public: _FORCE_INLINE_ const real_t &get_radius() const { return radius; } virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CIRCLE; } virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; virtual bool contains_point(const Vector2 &p_point) const override; virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { //real large real_t d = p_normal.dot(p_transform.get_origin()); // figure out scale at point Vector2 local_normal = p_transform.basis_xform_inv(p_normal); real_t scale = local_normal.length(); r_min = d - (radius)*scale; r_max = d + (radius)*scale; } DEFAULT_PROJECT_RANGE_CAST }; class GodotRectangleShape2D : public GodotShape2D { Vector2 half_extents; public: _FORCE_INLINE_ const Vector2 &get_half_extents() const { return half_extents; } virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_RECTANGLE; } virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; virtual bool contains_point(const Vector2 &p_point) const override; virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { // no matter the angle, the box is mirrored anyway r_max = -1e20; r_min = 1e20; for (int i = 0; i < 4; i++) { real_t d = p_normal.dot(p_transform.xform(Vector2(((i & 1) * 2 - 1) * half_extents.x, ((i >> 1) * 2 - 1) * half_extents.y))); if (d > r_max) { r_max = d; } if (d < r_min) { r_min = d; } } } _FORCE_INLINE_ Vector2 get_circle_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const Vector2 &p_circle) const { Vector2 local_v = p_xform_inv.xform(p_circle); Vector2 he( (local_v.x < 0) ? -half_extents.x : half_extents.x, (local_v.y < 0) ? -half_extents.y : half_extents.y); return (p_xform.xform(he) - p_circle).normalized(); } _FORCE_INLINE_ Vector2 get_box_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const GodotRectangleShape2D *p_B, const Transform2D &p_B_xform, const Transform2D &p_B_xform_inv) const { Vector2 a, b; { Vector2 local_v = p_xform_inv.xform(p_B_xform.get_origin()); Vector2 he( (local_v.x < 0) ? -half_extents.x : half_extents.x, (local_v.y < 0) ? -half_extents.y : half_extents.y); a = p_xform.xform(he); } { Vector2 local_v = p_B_xform_inv.xform(p_xform.get_origin()); Vector2 he( (local_v.x < 0) ? -p_B->half_extents.x : p_B->half_extents.x, (local_v.y < 0) ? -p_B->half_extents.y : p_B->half_extents.y); b = p_B_xform.xform(he); } return (a - b).normalized(); } DEFAULT_PROJECT_RANGE_CAST }; class GodotCapsuleShape2D : public GodotShape2D { real_t radius = 0.0; real_t height = 0.0; public: _FORCE_INLINE_ const real_t &get_radius() const { return radius; } _FORCE_INLINE_ const real_t &get_height() const { return height; } virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CAPSULE; } virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; virtual bool contains_point(const Vector2 &p_point) const override; virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { // no matter the angle, the box is mirrored anyway Vector2 n = p_transform.basis_xform_inv(p_normal).normalized(); real_t h = height * 0.5 - radius; n *= radius; n.y += (n.y > 0) ? h : -h; r_max = p_normal.dot(p_transform.xform(n)); r_min = p_normal.dot(p_transform.xform(-n)); if (r_max < r_min) { SWAP(r_max, r_min); } //ERR_FAIL_COND( r_max < r_min ); } DEFAULT_PROJECT_RANGE_CAST }; class GodotConvexPolygonShape2D : public GodotShape2D { struct Point { Vector2 pos; Vector2 normal; //normal to next segment }; Point *points = nullptr; int point_count = 0; public: _FORCE_INLINE_ int get_point_count() const { return point_count; } _FORCE_INLINE_ const Vector2 &get_point(int p_idx) const { return points[p_idx].pos; } _FORCE_INLINE_ const Vector2 &get_segment_normal(int p_idx) const { return points[p_idx].normal; } _FORCE_INLINE_ Vector2 get_xformed_segment_normal(const Transform2D &p_xform, int p_idx) const { Vector2 a = points[p_idx].pos; p_idx++; Vector2 b = points[p_idx == point_count ? 0 : p_idx].pos; return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal(); } virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CONVEX_POLYGON; } virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; virtual bool contains_point(const Vector2 &p_point) const override; virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { if (!points || point_count <= 0) { r_min = r_max = 0; return; } r_min = r_max = p_normal.dot(p_transform.xform(points[0].pos)); for (int i = 1; i < point_count; i++) { real_t d = p_normal.dot(p_transform.xform(points[i].pos)); if (d > r_max) { r_max = d; } if (d < r_min) { r_min = d; } } } DEFAULT_PROJECT_RANGE_CAST GodotConvexPolygonShape2D() {} ~GodotConvexPolygonShape2D(); }; class GodotConcaveShape2D : public GodotShape2D { public: virtual bool is_concave() const override { return true; } // Returns true to stop the query. typedef bool (*QueryCallback)(void *p_userdata, GodotShape2D *p_convex); virtual void cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const = 0; }; class GodotConcavePolygonShape2D : public GodotConcaveShape2D { struct Segment { int points[2] = {}; }; Vector segments; Vector points; struct BVH { Rect2 aabb; int left = 0, right = 0; }; Vector bvh; int bvh_depth = 0; struct BVH_CompareX { _FORCE_INLINE_ bool operator()(const BVH &a, const BVH &b) const { return (a.aabb.position.x + a.aabb.size.x * 0.5) < (b.aabb.position.x + b.aabb.size.x * 0.5); } }; struct BVH_CompareY { _FORCE_INLINE_ bool operator()(const BVH &a, const BVH &b) const { return (a.aabb.position.y + a.aabb.size.y * 0.5) < (b.aabb.position.y + b.aabb.size.y * 0.5); } }; int _generate_bvh(BVH *p_bvh, int p_len, int p_depth); public: virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CONCAVE_POLYGON; } virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { r_min = 0; r_max = 0; ERR_FAIL_MSG("Unsupported call to project_rangev in GodotConcavePolygonShape2D"); } void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { r_min = 0; r_max = 0; ERR_FAIL_MSG("Unsupported call to project_range in GodotConcavePolygonShape2D"); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; virtual bool contains_point(const Vector2 &p_point) const override; virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override; virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override { return 0; } virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; virtual void cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const override; DEFAULT_PROJECT_RANGE_CAST }; #undef DEFAULT_PROJECT_RANGE_CAST #endif // GODOT_SHAPE_2D_H