Path: blob/master/modules/godot_physics_2d/godot_broad_phase_2d_bvh.cpp
10277 views
/**************************************************************************/1/* godot_broad_phase_2d_bvh.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "godot_broad_phase_2d_bvh.h"31#include "godot_collision_object_2d.h"3233GodotBroadPhase2D::ID GodotBroadPhase2DBVH::create(GodotCollisionObject2D *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) {34uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;35uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);36ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?37return oid + 1;38}3940void GodotBroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) {41ERR_FAIL_COND(!p_id);42bvh.move(p_id - 1, p_aabb);43}4445void GodotBroadPhase2DBVH::set_static(ID p_id, bool p_static) {46ERR_FAIL_COND(!p_id);47uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;48uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);49bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);50}5152void GodotBroadPhase2DBVH::remove(ID p_id) {53ERR_FAIL_COND(!p_id);54bvh.erase(p_id - 1);55}5657GodotCollisionObject2D *GodotBroadPhase2DBVH::get_object(ID p_id) const {58ERR_FAIL_COND_V(!p_id, nullptr);59GodotCollisionObject2D *it = bvh.get(p_id - 1);60ERR_FAIL_NULL_V(it, nullptr);61return it;62}6364bool GodotBroadPhase2DBVH::is_static(ID p_id) const {65ERR_FAIL_COND_V(!p_id, false);66uint32_t tree_id = bvh.get_tree_id(p_id - 1);67return tree_id == 0;68}6970int GodotBroadPhase2DBVH::get_subindex(ID p_id) const {71ERR_FAIL_COND_V(!p_id, 0);72return bvh.get_subindex(p_id - 1);73}7475int GodotBroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) {76return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);77}7879int GodotBroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) {80return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);81}8283void *GodotBroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B) {84GodotBroadPhase2DBVH *bpo = static_cast<GodotBroadPhase2DBVH *>(self);85if (!bpo->pair_callback) {86return nullptr;87}8889return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);90}9192void GodotBroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B, void *pairdata) {93GodotBroadPhase2DBVH *bpo = static_cast<GodotBroadPhase2DBVH *>(self);94if (!bpo->unpair_callback) {95return;96}9798bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);99}100101void GodotBroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {102pair_callback = p_pair_callback;103pair_userdata = p_userdata;104}105106void GodotBroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {107unpair_callback = p_unpair_callback;108unpair_userdata = p_userdata;109}110111void GodotBroadPhase2DBVH::update() {112bvh.update();113}114115GodotBroadPhase2D *GodotBroadPhase2DBVH::_create() {116return memnew(GodotBroadPhase2DBVH);117}118119GodotBroadPhase2DBVH::GodotBroadPhase2DBVH() {120bvh.set_pair_callback(_pair_callback, this);121bvh.set_unpair_callback(_unpair_callback, this);122}123124125