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126 lines
5.5 KiB
C++
126 lines
5.5 KiB
C++
/**************************************************************************/
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/* jolt_concave_polygon_shape_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "jolt_concave_polygon_shape_3d.h"
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#include "../jolt_project_settings.h"
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#include "../misc/jolt_type_conversions.h"
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#include "Jolt/Physics/Collision/Shape/MeshShape.h"
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JPH::ShapeRefC JoltConcavePolygonShape3D::_build() const {
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const int vertex_count = (int)faces.size();
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const int face_count = vertex_count / 3;
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const int excess_vertex_count = vertex_count % 3;
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if (unlikely(vertex_count == 0)) {
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return nullptr;
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}
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ERR_FAIL_COND_V_MSG(vertex_count < 3, nullptr, vformat("Failed to build Jolt Physics concave polygon shape with %s. It must have a vertex count of at least 3. This shape belongs to %s.", to_string(), _owners_to_string()));
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ERR_FAIL_COND_V_MSG(excess_vertex_count != 0, nullptr, vformat("Failed to build Jolt Physics concave polygon shape with %s. It must have a vertex count that is divisible by 3. This shape belongs to %s.", to_string(), _owners_to_string()));
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JPH::TriangleList jolt_faces;
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jolt_faces.reserve((size_t)face_count);
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const Vector3 *faces_begin = &faces[0];
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const Vector3 *faces_end = faces_begin + vertex_count;
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JPH::uint32 triangle_index = 0;
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for (const Vector3 *vertex = faces_begin; vertex != faces_end; vertex += 3) {
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const Vector3 *v0 = vertex + 0;
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const Vector3 *v1 = vertex + 1;
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const Vector3 *v2 = vertex + 2;
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// Jolt uses a different winding order, so we swizzle the vertices to account for that.
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jolt_faces.emplace_back(
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JPH::Float3((float)v2->x, (float)v2->y, (float)v2->z),
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JPH::Float3((float)v1->x, (float)v1->y, (float)v1->z),
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JPH::Float3((float)v0->x, (float)v0->y, (float)v0->z),
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0,
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triangle_index++);
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}
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JPH::MeshShapeSettings shape_settings(jolt_faces);
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shape_settings.mActiveEdgeCosThresholdAngle = JoltProjectSettings::active_edge_threshold_cos;
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shape_settings.mPerTriangleUserData = JoltProjectSettings::enable_ray_cast_face_index;
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const JPH::ShapeSettings::ShapeResult shape_result = shape_settings.Create();
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ERR_FAIL_COND_V_MSG(shape_result.HasError(), nullptr, vformat("Failed to build Jolt Physics concave polygon shape with %s. It returned the following error: '%s'. This shape belongs to %s.", to_string(), to_godot(shape_result.GetError()), _owners_to_string()));
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return JoltShape3D::with_double_sided(shape_result.Get(), back_face_collision);
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}
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AABB JoltConcavePolygonShape3D::_calculate_aabb() const {
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AABB result;
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for (int i = 0; i < faces.size(); ++i) {
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const Vector3 &vertex = faces[i];
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if (i == 0) {
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result.position = vertex;
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} else {
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result.expand_to(vertex);
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}
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}
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return result;
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}
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Variant JoltConcavePolygonShape3D::get_data() const {
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Dictionary data;
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data["faces"] = faces;
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data["backface_collision"] = back_face_collision;
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return data;
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}
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void JoltConcavePolygonShape3D::set_data(const Variant &p_data) {
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ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY);
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const Dictionary data = p_data;
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const Variant maybe_faces = data.get("faces", Variant());
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ERR_FAIL_COND(maybe_faces.get_type() != Variant::PACKED_VECTOR3_ARRAY);
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const Variant maybe_back_face_collision = data.get("backface_collision", Variant());
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ERR_FAIL_COND(maybe_back_face_collision.get_type() != Variant::BOOL);
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faces = maybe_faces;
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back_face_collision = maybe_back_face_collision;
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aabb = _calculate_aabb();
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destroy();
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}
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String JoltConcavePolygonShape3D::to_string() const {
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return vformat("{vertex_count=%d}", faces.size());
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}
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