godot/servers/physics/collision_object_sw.h
lawnjelly dc14636e68 BVH templated mask checks and generic NUM_TREES
Refactors the BVH to make it more generic and customizable. Instead of hard coding the system of pairable_mask and pairable_type into the BVH, this information is no longer stored internally, and instead the BVH uses callbacks both for determining whether pairs of objects can pair with each other, and for filtering cull / intersection tests.

In addition, instead of hard coding the number of trees, the BVH now supports up to 32 trees, and each object can supply a tree collision mask to determine which trees it can collide against.

This enables the BVH to scale to either the two or 3 trees needed in physics, and the single tree used without pairing in Godot 4 render tree.
2022-01-21 10:08:29 +00:00

186 lines
6.6 KiB
C++

/*************************************************************************/
/* collision_object_sw.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 COLLISION_OBJECT_SW_H
#define COLLISION_OBJECT_SW_H
#include "broad_phase_sw.h"
#include "core/self_list.h"
#include "servers/physics_server.h"
#include "shape_sw.h"
#ifdef DEBUG_ENABLED
#define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
#endif
class SpaceSW;
class CollisionObjectSW : public ShapeOwnerSW {
public:
enum Type {
TYPE_AREA,
TYPE_BODY
};
private:
Type type;
RID self;
ObjectID instance_id;
uint32_t collision_layer;
uint32_t collision_mask;
struct Shape {
Transform xform;
Transform xform_inv;
BroadPhaseSW::ID bpid;
AABB aabb_cache; //for rayqueries
real_t area_cache;
ShapeSW *shape;
bool disabled;
Shape() { disabled = false; }
};
Vector<Shape> shapes;
SpaceSW *space;
Transform transform;
Transform inv_transform;
bool _static;
SelfList<CollisionObjectSW> pending_shape_update_list;
void _update_shapes();
void _recheck_shapes();
protected:
void _update_shapes_with_motion(const Vector3 &p_motion);
void _unregister_shapes();
_FORCE_INLINE_ void _set_transform(const Transform &p_transform, bool p_update_shapes = true) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_MSG(p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2, "Object went too far away (more than '" + itos(MAX_OBJECT_DISTANCE) + "' units from origin).");
#endif
transform = p_transform;
if (p_update_shapes) {
_update_shapes();
}
}
_FORCE_INLINE_ void _set_inv_transform(const Transform &p_transform) { inv_transform = p_transform; }
void _set_static(bool p_static);
virtual void _shapes_changed() = 0;
void _set_space(SpaceSW *p_space);
bool ray_pickable;
CollisionObjectSW(Type p_type);
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
_FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
void _shape_changed();
_FORCE_INLINE_ Type get_type() const { return type; }
void add_shape(ShapeSW *p_shape, const Transform &p_transform = Transform(), bool p_disabled = false);
void set_shape(int p_index, ShapeSW *p_shape);
void set_shape_transform(int p_index, const Transform &p_transform);
_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
_FORCE_INLINE_ ShapeSW *get_shape(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].shape;
}
_FORCE_INLINE_ const Transform &get_shape_transform(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform;
}
_FORCE_INLINE_ const Transform &get_shape_inv_transform(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].xform_inv;
}
_FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].aabb_cache;
}
_FORCE_INLINE_ real_t get_shape_area(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].area_cache;
}
_FORCE_INLINE_ Transform get_transform() const { return transform; }
_FORCE_INLINE_ Transform get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ SpaceSW *get_space() const { return space; }
_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
void set_shape_disabled(int p_idx, bool p_disabled);
_FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
return shapes[p_idx].disabled;
}
_FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
_recheck_shapes();
_shapes_changed();
}
_FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
_recheck_shapes();
_shapes_changed();
}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
_FORCE_INLINE_ bool test_collision_mask(const CollisionObjectSW *p_other) const {
return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
}
void remove_shape(ShapeSW *p_shape);
void remove_shape(int p_index);
virtual void set_space(SpaceSW *p_space) = 0;
_FORCE_INLINE_ bool is_static() const { return _static; }
virtual ~CollisionObjectSW() {}
};
#endif // COLLISION_OBJECT_SW_H