godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Collision/Shape/StaticCompoundShape.h

140 lines
7.1 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Collision/Shape/CompoundShape.h>
#include <Jolt/Physics/Collision/SortReverseAndStore.h>
#include <Jolt/Math/HalfFloat.h>
JPH_NAMESPACE_BEGIN
class CollideShapeSettings;
class TempAllocator;
/// Class that constructs a StaticCompoundShape. Note that if you only want a compound of 1 shape, use a RotatedTranslatedShape instead.
class JPH_EXPORT StaticCompoundShapeSettings final : public CompoundShapeSettings
{
JPH_DECLARE_SERIALIZABLE_VIRTUAL(JPH_EXPORT, StaticCompoundShapeSettings)
public:
// See: ShapeSettings
virtual ShapeResult Create() const override;
/// Specialization of Create() function that allows specifying a temp allocator to avoid temporary memory allocations on the heap
ShapeResult Create(TempAllocator &inTempAllocator) const;
};
/// A compound shape, sub shapes can be rotated and translated.
/// Sub shapes cannot be modified once the shape is constructed.
/// Shifts all child objects so that they're centered around the center of mass.
class JPH_EXPORT StaticCompoundShape final : public CompoundShape
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Constructor
StaticCompoundShape() : CompoundShape(EShapeSubType::StaticCompound) { }
StaticCompoundShape(const StaticCompoundShapeSettings &inSettings, TempAllocator &inTempAllocator, ShapeResult &outResult);
// See Shape::CastRay
virtual bool CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const override;
virtual void CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter = { }) const override;
// See: Shape::CollidePoint
virtual void CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter = { }) const override;
// See Shape::CollectTransformedShapes
virtual void CollectTransformedShapes(const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale, const SubShapeIDCreator &inSubShapeIDCreator, TransformedShapeCollector &ioCollector, const ShapeFilter &inShapeFilter) const override;
// See: CompoundShape::GetIntersectingSubShapes
virtual int GetIntersectingSubShapes(const AABox &inBox, uint *outSubShapeIndices, int inMaxSubShapeIndices) const override;
// See: CompoundShape::GetIntersectingSubShapes
virtual int GetIntersectingSubShapes(const OrientedBox &inBox, uint *outSubShapeIndices, int inMaxSubShapeIndices) const override;
// See Shape
virtual void SaveBinaryState(StreamOut &inStream) const override;
// See Shape::GetStats
virtual Stats GetStats() const override { return Stats(sizeof(*this) + mSubShapes.size() * sizeof(SubShape) + mNodes.size() * sizeof(Node), 0); }
// Register shape functions with the registry
static void sRegister();
protected:
// See: Shape::RestoreBinaryState
virtual void RestoreBinaryState(StreamIn &inStream) override;
private:
// Visitor for GetIntersectingSubShapes
template <class BoxType>
struct GetIntersectingSubShapesVisitorSC : public GetIntersectingSubShapesVisitor<BoxType>
{
using GetIntersectingSubShapesVisitor<BoxType>::GetIntersectingSubShapesVisitor;
JPH_INLINE bool ShouldVisitNode(int inStackTop) const
{
return true;
}
JPH_INLINE int VisitNodes(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, int inStackTop)
{
// Test if point overlaps with box
UVec4 collides = GetIntersectingSubShapesVisitor<BoxType>::TestBounds(inBoundsMinX, inBoundsMinY, inBoundsMinZ, inBoundsMaxX, inBoundsMaxY, inBoundsMaxZ);
return CountAndSortTrues(collides, ioProperties);
}
};
/// Sorts ioBodyIdx spatially into 2 groups. Second groups starts at ioBodyIdx + outMidPoint.
/// After the function returns ioBodyIdx and ioBounds will be shuffled
static void sPartition(uint *ioBodyIdx, AABox *ioBounds, int inNumber, int &outMidPoint);
/// Sorts ioBodyIdx from inBegin to (but excluding) inEnd spatially into 4 groups.
/// outSplit needs to be 5 ints long, when the function returns each group runs from outSplit[i] to (but excluding) outSplit[i + 1]
/// After the function returns ioBodyIdx and ioBounds will be shuffled
static void sPartition4(uint *ioBodyIdx, AABox *ioBounds, int inBegin, int inEnd, int *outSplit);
// Helper functions called by CollisionDispatch
static void sCollideCompoundVsShape(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter);
static void sCollideShapeVsCompound(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter);
static void sCastShapeVsCompound(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector);
// Maximum size of the stack during tree walk
static constexpr int cStackSize = 128;
template <class Visitor>
JPH_INLINE void WalkTree(Visitor &ioVisitor) const; ///< Walk the node tree calling the Visitor::VisitNodes for each node encountered and Visitor::VisitShape for each sub shape encountered
/// Bits used in Node::mNodeProperties
enum : uint32
{
IS_SUBSHAPE = 0x80000000, ///< If this bit is set, the other bits index in mSubShape, otherwise in mNodes
INVALID_NODE = 0x7fffffff, ///< Signifies an invalid node
};
/// Node structure
struct Node
{
void SetChildBounds(uint inIndex, const AABox &inBounds); ///< Set bounding box for child inIndex to inBounds
void SetChildInvalid(uint inIndex); ///< Mark the child inIndex as invalid and set its bounding box to invalid
HalfFloat mBoundsMinX[4]; ///< 4 child bounding boxes
HalfFloat mBoundsMinY[4];
HalfFloat mBoundsMinZ[4];
HalfFloat mBoundsMaxX[4];
HalfFloat mBoundsMaxY[4];
HalfFloat mBoundsMaxZ[4];
uint32 mNodeProperties[4]; ///< 4 child node properties
};
static_assert(sizeof(Node) == 64, "Node should be 64 bytes");
using Nodes = Array<Node>;
Nodes mNodes; ///< Quad tree node structure
};
JPH_NAMESPACE_END