2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* bsp_tree.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2017-01-01 21:01:57 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-07 22:45:00 +00:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BSP_TREE_H
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#define BSP_TREE_H
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#include "aabb.h"
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#include "dvector.h"
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2017-03-18 23:36:26 +00:00
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#include "face3.h"
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#include "method_ptrcall.h"
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#include "plane.h"
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#include "variant.h"
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#include "vector.h"
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2014-02-10 01:10:30 +00:00
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class BSP_Tree {
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public:
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enum {
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UNDER_LEAF = 0xFFFF,
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OVER_LEAF = 0xFFFE,
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MAX_NODES = 0xFFFE,
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MAX_PLANES = (1 << 16)
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};
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struct Node {
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uint16_t plane;
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uint16_t under;
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uint16_t over;
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};
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private:
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// thanks to the properties of Vector,
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// this class can be assigned and passed around between threads
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// with no cost.
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Vector<Node> nodes;
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Vector<Plane> planes;
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AABB aabb;
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float error_radius;
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int _get_points_inside(int p_node, const Vector3 *p_points, int *p_indices, const Vector3 &p_center, const Vector3 &p_half_extents, int p_indices_count) const;
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template <class T>
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bool _test_convex(const Node *p_nodes, const Plane *p_planes, int p_current, const T &p_convex) const;
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public:
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bool is_empty() const { return nodes.size() == 0; }
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Vector<Node> get_nodes() const;
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Vector<Plane> get_planes() const;
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AABB get_aabb() const;
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bool point_is_inside(const Vector3 &p_point) const;
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int get_points_inside(const Vector3 *p_points, int p_point_count) const;
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template <class T>
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bool convex_is_inside(const T &p_convex) const;
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operator Variant() const;
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void from_aabb(const AABB &p_aabb);
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BSP_Tree();
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BSP_Tree(const Variant &p_variant);
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BSP_Tree(const DVector<Face3> &p_faces, float p_error_radius = 0);
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BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const AABB &p_aabb, float p_error_radius = 0);
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~BSP_Tree();
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};
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template <class T>
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bool BSP_Tree::_test_convex(const Node *p_nodes, const Plane *p_planes, int p_current, const T &p_convex) const {
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if (p_current == UNDER_LEAF)
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return true;
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else if (p_current == OVER_LEAF)
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return false;
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bool collided = false;
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const Node &n = p_nodes[p_current];
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const Plane &p = p_planes[n.plane];
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float min, max;
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p_convex.project_range(p.normal, min, max);
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bool go_under = min < p.d;
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bool go_over = max >= p.d;
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if (go_under && _test_convex(p_nodes, p_planes, n.under, p_convex))
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collided = true;
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if (go_over && _test_convex(p_nodes, p_planes, n.over, p_convex))
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collided = true;
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return collided;
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}
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template <class T>
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bool BSP_Tree::convex_is_inside(const T &p_convex) const {
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int node_count = nodes.size();
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if (node_count == 0)
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return false;
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const Node *nodes = &this->nodes[0];
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const Plane *planes = &this->planes[0];
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return _test_convex(nodes, planes, node_count - 1, p_convex);
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}
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2016-06-23 02:12:20 +00:00
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#ifdef PTRCALL_ENABLED
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template <>
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struct PtrToArg<BSP_Tree> {
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_FORCE_INLINE_ static BSP_Tree convert(const void *p_ptr) {
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BSP_Tree s(Variant(*reinterpret_cast<const Dictionary *>(p_ptr)));
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return s;
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}
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_FORCE_INLINE_ static void encode(BSP_Tree p_val, void *p_ptr) {
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Dictionary *d = reinterpret_cast<Dictionary *>(p_ptr);
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*d = Variant(p_val);
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}
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};
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2017-03-18 23:36:26 +00:00
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template <>
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struct PtrToArg<const BSP_Tree &> {
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_FORCE_INLINE_ static BSP_Tree convert(const void *p_ptr) {
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BSP_Tree s(Variant(*reinterpret_cast<const Dictionary *>(p_ptr)));
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return s;
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}
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};
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#endif
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2014-02-10 01:10:30 +00:00
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#endif
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