/**************************************************************************/ /* godot_shape_3d.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_3D_H #define GODOT_SHAPE_3D_H #include "core/math/geometry_3d.h" #include "core/templates/local_vector.h" #include "servers/physics_server_3d.h" class GodotShape3D; class GodotShapeOwner3D { public: virtual void _shape_changed() = 0; virtual void remove_shape(GodotShape3D *p_shape) = 0; virtual ~GodotShapeOwner3D() {} }; class GodotShape3D { RID self; AABB aabb; bool configured = false; real_t custom_bias = 0.0; HashMap owners; protected: void configure(const AABB &p_aabb); public: enum FeatureType { FEATURE_POINT, FEATURE_EDGE, FEATURE_FACE, FEATURE_CIRCLE, }; virtual real_t get_volume() const { return aabb.get_volume(); } _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } _FORCE_INLINE_ RID get_self() const { return self; } virtual PhysicsServer3D::ShapeType get_type() const = 0; _FORCE_INLINE_ const AABB &get_aabb() const { return aabb; } _FORCE_INLINE_ bool is_configured() const { return configured; } virtual bool is_concave() const { return false; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const = 0; virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const = 0; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const = 0; virtual bool intersect_point(const Vector3 &p_point) const = 0; virtual Vector3 get_moment_of_inertia(real_t p_mass) 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(GodotShapeOwner3D *p_owner); void remove_owner(GodotShapeOwner3D *p_owner); bool is_owner(GodotShapeOwner3D *p_owner) const; const HashMap &get_owners() const; GodotShape3D() {} virtual ~GodotShape3D(); }; class GodotConcaveShape3D : public GodotShape3D { public: virtual bool is_concave() const override { return true; } virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } // Returns true to stop the query. typedef bool (*QueryCallback)(void *p_userdata, GodotShape3D *p_convex); virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const = 0; GodotConcaveShape3D() {} }; class GodotWorldBoundaryShape3D : public GodotShape3D { Plane plane; void _setup(const Plane &p_plane); public: Plane get_plane() const; virtual real_t get_volume() const override { return INFINITY; } virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_WORLD_BOUNDARY; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; GodotWorldBoundaryShape3D(); }; class GodotSeparationRayShape3D : public GodotShape3D { real_t length = 1.0; bool slide_on_slope = false; void _setup(real_t p_length, bool p_slide_on_slope); public: real_t get_length() const; bool get_slide_on_slope() const; virtual real_t get_volume() const override { return 0.0; } virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SEPARATION_RAY; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; GodotSeparationRayShape3D(); }; class GodotSphereShape3D : public GodotShape3D { real_t radius = 0.0; void _setup(real_t p_radius); public: real_t get_radius() const; virtual real_t get_volume() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius; } virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SPHERE; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; GodotSphereShape3D(); }; class GodotBoxShape3D : public GodotShape3D { Vector3 half_extents; void _setup(const Vector3 &p_half_extents); public: _FORCE_INLINE_ Vector3 get_half_extents() const { return half_extents; } virtual real_t get_volume() const override { return 8 * half_extents.x * half_extents.y * half_extents.z; } virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_BOX; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; GodotBoxShape3D(); }; class GodotCapsuleShape3D : public GodotShape3D { real_t height = 0.0; real_t radius = 0.0; void _setup(real_t p_height, real_t p_radius); public: _FORCE_INLINE_ real_t get_height() const { return height; } _FORCE_INLINE_ real_t get_radius() const { return radius; } virtual real_t get_volume() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; } virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CAPSULE; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; GodotCapsuleShape3D(); }; class GodotCylinderShape3D : public GodotShape3D { real_t height = 0.0; real_t radius = 0.0; void _setup(real_t p_height, real_t p_radius); public: _FORCE_INLINE_ real_t get_height() const { return height; } _FORCE_INLINE_ real_t get_radius() const { return radius; } virtual real_t get_volume() const override { return height * Math_PI * radius * radius; } virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CYLINDER; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; GodotCylinderShape3D(); }; struct GodotConvexPolygonShape3D : public GodotShape3D { Geometry3D::MeshData mesh; LocalVector extreme_vertices; LocalVector> vertex_neighbors; void _setup(const Vector &p_vertices); public: const Geometry3D::MeshData &get_mesh() const { return mesh; } virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; GodotConvexPolygonShape3D(); }; struct _Volume_BVH; struct GodotFaceShape3D; struct GodotConcavePolygonShape3D : public GodotConcaveShape3D { // always a trimesh struct Face { Vector3 normal; int indices[3] = {}; }; Vector faces; Vector vertices; struct BVH { AABB aabb; int left = 0; int right = 0; int face_index = 0; }; Vector bvh; struct _CullParams { AABB aabb; QueryCallback callback = nullptr; void *userdata = nullptr; const Face *faces = nullptr; const Vector3 *vertices = nullptr; const BVH *bvh = nullptr; GodotFaceShape3D *face = nullptr; }; struct _SegmentCullParams { Vector3 from; Vector3 to; Vector3 dir; const Face *faces = nullptr; const Vector3 *vertices = nullptr; const BVH *bvh = nullptr; GodotFaceShape3D *face = nullptr; Vector3 result; Vector3 normal; real_t min_d = 1e20; int collisions = 0; }; bool backface_collision = false; void _cull_segment(int p_idx, _SegmentCullParams *p_params) const; bool _cull(int p_idx, _CullParams *p_params) const; void _fill_bvh(_Volume_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx); void _setup(const Vector &p_faces, bool p_backface_collision); public: Vector get_faces() const; virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; GodotConcavePolygonShape3D(); }; struct GodotHeightMapShape3D : public GodotConcaveShape3D { Vector heights; int width = 0; int depth = 0; Vector3 local_origin; // Accelerator. struct Range { real_t min = 0.0; real_t max = 0.0; }; LocalVector bounds_grid; int bounds_grid_width = 0; int bounds_grid_depth = 0; static const int BOUNDS_CHUNK_SIZE = 16; _FORCE_INLINE_ const Range &_get_bounds_chunk(int p_x, int p_z) const { return bounds_grid[(p_z * bounds_grid_width) + p_x]; } _FORCE_INLINE_ real_t _get_height(int p_x, int p_z) const { return heights[(p_z * width) + p_x]; } _FORCE_INLINE_ void _get_point(int p_x, int p_z, Vector3 &r_point) const { r_point.x = p_x - 0.5 * (width - 1.0); r_point.y = _get_height(p_x, p_z); r_point.z = p_z - 0.5 * (depth - 1.0); } void _get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const; void _build_accelerator(); template bool _intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const; void _setup(const Vector &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height); public: Vector get_heights() const; int get_width() const; int get_depth() const; virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_HEIGHTMAP; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; GodotHeightMapShape3D(); }; //used internally struct GodotFaceShape3D : public GodotShape3D { Vector3 normal; //cache Vector3 vertex[3]; bool backface_collision = false; bool invert_backface_collision = false; virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; } const Vector3 &get_vertex(int p_idx) const { return vertex[p_idx]; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override {} virtual Variant get_data() const override { return Variant(); } GodotFaceShape3D(); }; struct GodotMotionShape3D : public GodotShape3D { GodotShape3D *shape = nullptr; Vector3 motion; virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; } virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override { Vector3 cast = p_transform.basis.xform(motion); real_t mina, maxa; real_t minb, maxb; Transform3D ofsb = p_transform; ofsb.origin += cast; shape->project_range(p_normal, p_transform, mina, maxa); shape->project_range(p_normal, ofsb, minb, maxb); r_min = MIN(mina, minb); r_max = MAX(maxa, maxb); } virtual Vector3 get_support(const Vector3 &p_normal) const override { Vector3 support = shape->get_support(p_normal); if (p_normal.dot(motion) > 0) { support += motion; } return support; } virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override { return false; } virtual bool intersect_point(const Vector3 &p_point) const override { return false; } virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; } virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); } virtual void set_data(const Variant &p_data) override {} virtual Variant get_data() const override { return Variant(); } GodotMotionShape3D() { configure(AABB()); } }; #endif // GODOT_SHAPE_3D_H