godot/servers/physics_2d/shape_2d_sw.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* shape_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 SHAPE_2D_2DSW_H
#define SHAPE_2D_2DSW_H
#include "servers/physics_2d_server.h"
#define _SEGMENT_IS_VALID_SUPPORT_THRESHOLD 0.99998
/*
SHAPE_LINE, ///< plane:"plane"
SHAPE_SEGMENT, ///< real_t:"length"
SHAPE_CIRCLE, ///< real_t:"radius"
SHAPE_RECTANGLE, ///< vec3:"extents"
SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
*/
class Shape2DSW;
class ShapeOwner2DSW : public RID_Data {
public:
virtual void _shape_changed() = 0;
virtual void remove_shape(Shape2DSW *p_shape) = 0;
virtual ~ShapeOwner2DSW() {}
};
class Shape2DSW : public RID_Data {
RID self;
Rect2 aabb;
bool configured;
real_t custom_bias;
Map<ShapeOwner2DSW *, int> owners;
protected:
void configure(const Rect2 &p_aabb);
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
virtual Physics2DServer::ShapeType get_type() const = 0;
_FORCE_INLINE_ Rect2 get_aabb() const { return aabb; }
_FORCE_INLINE_ bool is_configured() const { return configured; }
virtual bool is_concave() const { return false; }
virtual bool contains_point(const Vector2 &p_point) const = 0;
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const = 0;
virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const = 0;
virtual Vector2 get_support(const Vector2 &p_normal) const;
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const = 0;
virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const = 0;
virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) 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(ShapeOwner2DSW *p_owner);
void remove_owner(ShapeOwner2DSW *p_owner);
bool is_owner(ShapeOwner2DSW *p_owner) const;
const Map<ShapeOwner2DSW *, int> &get_owners() const;
_FORCE_INLINE_ void get_supports_transformed_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_xform, Vector2 *r_supports, int &r_amount) const {
get_supports(p_xform.basis_xform_inv(p_normal).normalized(), r_supports, r_amount);
for (int i = 0; i < r_amount; i++)
r_supports[i] = p_xform.xform(r_supports[i]);
if (r_amount == 1) {
if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) {
//make line because they are parallel
r_amount = 2;
r_supports[1] = r_supports[0] + p_cast;
} else if (p_cast.dot(p_normal) > 0) {
//normal points towards cast, add cast
r_supports[0] += p_cast;
}
} else {
if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) {
//optimize line and make it larger because they are parallel
if ((r_supports[1] - r_supports[0]).dot(p_cast) > 0) {
//larger towards 1
r_supports[1] += p_cast;
} else {
//larger towards 0
r_supports[0] += p_cast;
}
} else if (p_cast.dot(p_normal) > 0) {
//normal points towards cast, add cast
r_supports[0] += p_cast;
r_supports[1] += p_cast;
}
}
}
Shape2DSW();
virtual ~Shape2DSW();
};
//let the optimizer do the magic
#define DEFAULT_PROJECT_RANGE_CAST \
virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \
project_range_cast(p_cast, p_normal, p_transform, r_min, r_max); \
} \
_FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \
\
real_t mina, maxa; \
real_t minb, maxb; \
Transform2D ofsb = p_transform; \
ofsb.elements[2] += p_cast; \
project_range(p_normal, p_transform, mina, maxa); \
project_range(p_normal, ofsb, minb, maxb); \
r_min = MIN(mina, minb); \
r_max = MAX(maxa, maxb); \
}
class LineShape2DSW : public Shape2DSW {
Vector2 normal;
real_t d;
public:
_FORCE_INLINE_ Vector2 get_normal() const { return normal; }
_FORCE_INLINE_ real_t get_d() const { return d; }
virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_LINE; }
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
virtual bool contains_point(const Vector2 &p_point) const;
virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
r_min = -1e10;
r_max = 1e10;
}
virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
project_range_cast(p_cast, p_normal, p_transform, r_min, r_max);
}
_FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
r_min = -1e10;
r_max = 1e10;
}
};
class RayShape2DSW : public Shape2DSW {
real_t length;
bool slips_on_slope;
public:
_FORCE_INLINE_ real_t get_length() const { return length; }
_FORCE_INLINE_ bool get_slips_on_slope() const { return slips_on_slope; }
virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_RAY; }
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
virtual bool contains_point(const Vector2 &p_point) const;
virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
r_max = p_normal.dot(p_transform.get_origin());
r_min = p_normal.dot(p_transform.xform(Vector2(0, length)));
if (r_max < r_min) {
SWAP(r_max, r_min);
}
}
DEFAULT_PROJECT_RANGE_CAST
_FORCE_INLINE_ RayShape2DSW() {}
_FORCE_INLINE_ RayShape2DSW(real_t p_length) { length = p_length; }
};
class SegmentShape2DSW : public Shape2DSW {
Vector2 a;
Vector2 b;
Vector2 n;
public:
_FORCE_INLINE_ const Vector2 &get_a() const { return a; }
_FORCE_INLINE_ const Vector2 &get_b() const { return b; }
_FORCE_INLINE_ const Vector2 &get_normal() const { return n; }
virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_SEGMENT; }
_FORCE_INLINE_ Vector2 get_xformed_normal(const Transform2D &p_xform) const {
return (p_xform.xform(b) - p_xform.xform(a)).normalized().tangent();
}
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
virtual bool contains_point(const Vector2 &p_point) const;
virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
r_max = p_normal.dot(p_transform.xform(a));
r_min = p_normal.dot(p_transform.xform(b));
if (r_max < r_min) {
SWAP(r_max, r_min);
}
}
DEFAULT_PROJECT_RANGE_CAST
_FORCE_INLINE_ SegmentShape2DSW() {}
_FORCE_INLINE_ SegmentShape2DSW(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_n) {
a = p_a;
b = p_b;
n = p_n;
}
};
class CircleShape2DSW : public Shape2DSW {
real_t radius;
public:
_FORCE_INLINE_ const real_t &get_radius() const { return radius; }
virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_CIRCLE; }
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
virtual bool contains_point(const Vector2 &p_point) const;
virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
real_t d = p_normal.dot(p_transform.get_origin());
// figure out scale at point
Vector2 local_normal = p_transform.basis_xform_inv(p_normal);
real_t scale = local_normal.length();
r_min = d - (radius)*scale;
r_max = d + (radius)*scale;
}
DEFAULT_PROJECT_RANGE_CAST
};
class RectangleShape2DSW : public Shape2DSW {
Vector2 half_extents;
public:
_FORCE_INLINE_ const Vector2 &get_half_extents() const { return half_extents; }
virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_RECTANGLE; }
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
virtual bool contains_point(const Vector2 &p_point) const;
virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
r_max = -1e20;
r_min = 1e20;
for (int i = 0; i < 4; i++) {
real_t d = p_normal.dot(p_transform.xform(Vector2(((i & 1) * 2 - 1) * half_extents.x, ((i >> 1) * 2 - 1) * half_extents.y)));
if (d > r_max)
r_max = d;
if (d < r_min)
r_min = d;
}
}
_FORCE_INLINE_ Vector2 get_circle_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const Vector2 &p_circle) const {
Vector2 local_v = p_xform_inv.xform(p_circle);
Vector2 he(
(local_v.x < 0) ? -half_extents.x : half_extents.x,
(local_v.y < 0) ? -half_extents.y : half_extents.y);
return (p_xform.xform(he) - p_circle).normalized();
}
_FORCE_INLINE_ Vector2 get_box_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const RectangleShape2DSW *p_B, const Transform2D &p_B_xform, const Transform2D &p_B_xform_inv) const {
Vector2 a, b;
{
Vector2 local_v = p_xform_inv.xform(p_B_xform.get_origin());
Vector2 he(
(local_v.x < 0) ? -half_extents.x : half_extents.x,
(local_v.y < 0) ? -half_extents.y : half_extents.y);
a = p_xform.xform(he);
}
{
Vector2 local_v = p_B_xform_inv.xform(p_xform.get_origin());
Vector2 he(
(local_v.x < 0) ? -p_B->half_extents.x : p_B->half_extents.x,
(local_v.y < 0) ? -p_B->half_extents.y : p_B->half_extents.y);
b = p_B_xform.xform(he);
}
return (a - b).normalized();
}
DEFAULT_PROJECT_RANGE_CAST
};
class CapsuleShape2DSW : public Shape2DSW {
real_t radius;
real_t height;
public:
_FORCE_INLINE_ const real_t &get_radius() const { return radius; }
_FORCE_INLINE_ const real_t &get_height() const { return height; }
virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_CAPSULE; }
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
virtual bool contains_point(const Vector2 &p_point) const;
virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
Vector2 n = p_transform.basis_xform_inv(p_normal).normalized();
real_t h = (n.y > 0) ? height : -height;
n *= radius;
n.y += h * 0.5;
r_max = p_normal.dot(p_transform.xform(n));
r_min = p_normal.dot(p_transform.xform(-n));
if (r_max < r_min) {
SWAP(r_max, r_min);
}
//ERR_FAIL_COND( r_max < r_min );
}
DEFAULT_PROJECT_RANGE_CAST
};
class ConvexPolygonShape2DSW : public Shape2DSW {
struct Point {
Vector2 pos;
Vector2 normal; //normal to next segment
};
Point *points;
int point_count;
public:
_FORCE_INLINE_ int get_point_count() const { return point_count; }
_FORCE_INLINE_ const Vector2 &get_point(int p_idx) const { return points[p_idx].pos; }
_FORCE_INLINE_ const Vector2 &get_segment_normal(int p_idx) const { return points[p_idx].normal; }
_FORCE_INLINE_ Vector2 get_xformed_segment_normal(const Transform2D &p_xform, int p_idx) const {
Vector2 a = points[p_idx].pos;
p_idx++;
Vector2 b = points[p_idx == point_count ? 0 : p_idx].pos;
return (p_xform.xform(b) - p_xform.xform(a)).normalized().tangent();
}
virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_CONVEX_POLYGON; }
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
virtual bool contains_point(const Vector2 &p_point) const;
virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
r_min = r_max = p_normal.dot(p_transform.xform(points[0].pos));
for (int i = 1; i < point_count; i++) {
real_t d = p_normal.dot(p_transform.xform(points[i].pos));
if (d > r_max)
r_max = d;
if (d < r_min)
r_min = d;
}
}
DEFAULT_PROJECT_RANGE_CAST
ConvexPolygonShape2DSW();
~ConvexPolygonShape2DSW();
};
class ConcaveShape2DSW : public Shape2DSW {
public:
virtual bool is_concave() const { return true; }
typedef void (*Callback)(void *p_userdata, Shape2DSW *p_convex);
virtual void cull(const Rect2 &p_local_aabb, Callback p_callback, void *p_userdata) const = 0;
};
class ConcavePolygonShape2DSW : public ConcaveShape2DSW {
struct Segment {
int points[2];
};
Vector<Segment> segments;
Vector<Point2> points;
struct BVH {
Rect2 aabb;
int left, right;
};
Vector<BVH> bvh;
int bvh_depth;
struct BVH_CompareX {
_FORCE_INLINE_ bool operator()(const BVH &a, const BVH &b) const {
return (a.aabb.position.x + a.aabb.size.x * 0.5) < (b.aabb.position.x + b.aabb.size.x * 0.5);
}
};
struct BVH_CompareY {
_FORCE_INLINE_ bool operator()(const BVH &a, const BVH &b) const {
return (a.aabb.position.y + a.aabb.size.y * 0.5) < (b.aabb.position.y + b.aabb.size.y * 0.5);
}
};
int _generate_bvh(BVH *p_bvh, int p_len, int p_depth);
public:
virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_CONCAVE_POLYGON; }
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { /*project_range(p_normal,p_transform,r_min,r_max);*/
}
virtual void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { /*project_range(p_normal,p_transform,r_min,r_max);*/
}
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
virtual bool contains_point(const Vector2 &p_point) const;
virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return 0; }
virtual void set_data(const Variant &p_data);
virtual Variant get_data() const;
virtual void cull(const Rect2 &p_local_aabb, Callback p_callback, void *p_userdata) const;
DEFAULT_PROJECT_RANGE_CAST
};
#undef DEFAULT_PROJECT_RANGE_CAST
#endif // SHAPE_2D_2DSW_H