/*************************************************************************/ /* godot_broad_phase_3d_bvh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_BROAD_PHASE_3D_BVH_H #define GODOT_BROAD_PHASE_3D_BVH_H #include "godot_broad_phase_3d.h" #include "core/math/bvh.h" class GodotBroadPhase3DBVH : public GodotBroadPhase3D { 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 *); PairCallback pair_callback = nullptr; void *pair_userdata = nullptr; UnpairCallback unpair_callback = nullptr; void *unpair_userdata = nullptr; public: // 0 is an invalid ID virtual ID create(GodotCollisionObject3D *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false) override; virtual void move(ID p_id, const AABB &p_aabb) override; virtual void set_static(ID p_id, bool p_static) override; virtual void remove(ID p_id) override; virtual GodotCollisionObject3D *get_object(ID p_id) const override; virtual bool is_static(ID p_id) const override; virtual int get_subindex(ID p_id) const override; virtual int cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) override; virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) override; virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) override; virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) override; virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) override; virtual void update() override; static GodotBroadPhase3D *_create(); GodotBroadPhase3DBVH(); }; #endif // GODOT_BROAD_PHASE_3D_BVH_H