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C++ ShapeSW::get_aabb方法代码示例

本文整理汇总了C++中ShapeSW::get_aabb方法的典型用法代码示例。如果您正苦于以下问题:C++ ShapeSW::get_aabb方法的具体用法?C++ ShapeSW::get_aabb怎么用?C++ ShapeSW::get_aabb使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ShapeSW的用法示例。


在下文中一共展示了ShapeSW::get_aabb方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: rest_info

bool PhysicsDirectSpaceStateSW::rest_info(RID p_shape, const Transform& p_shape_xform,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {


	ShapeSW *shape = static_cast<PhysicsServerSW*>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);
	ERR_FAIL_COND_V(!shape,0);

	AABB aabb = p_shape_xform.xform(shape->get_aabb());
	aabb=aabb.grow(p_margin);

	int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,SpaceSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);

	_RestCallbackData rcd;
	rcd.best_len=0;
	rcd.best_object=NULL;
	rcd.best_shape=0;

	for(int i=0;i<amount;i++) {


		if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
			continue;

		const CollisionObjectSW *col_obj=space->intersection_query_results[i];
		int shape_idx=space->intersection_query_subindex_results[i];

		if (p_exclude.has( col_obj->get_self() ))
			continue;

		rcd.object=col_obj;
		rcd.shape=shape_idx;
		bool sc = CollisionSolverSW::solve_static(shape,p_shape_xform,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),_rest_cbk_result,&rcd,NULL,p_margin);
		if (!sc)
			continue;


	}

	if (rcd.best_len==0)
		return false;

	r_info->collider_id=rcd.best_object->get_instance_id();
	r_info->shape=rcd.best_shape;
	r_info->normal=rcd.best_normal;
	r_info->point=rcd.best_contact;
	r_info->rid=rcd.best_object->get_self();
	if (rcd.best_object->get_type()==CollisionObjectSW::TYPE_BODY) {

		const BodySW *body = static_cast<const BodySW*>(rcd.best_object);
		Vector3 rel_vec = r_info->point-body->get_transform().get_origin();
		r_info->linear_velocity = body->get_linear_velocity() +
				(body->get_angular_velocity()).cross(body->get_transform().origin-rcd.best_contact);// * mPos);


	} else {
		r_info->linear_velocity=Vector3();
	}

	return true;
}
开发者ID:Martho42,项目名称:godot,代码行数:59,代码来源:space_sw.cpp

示例2: collide_shape

bool PhysicsDirectSpaceStateSW::collide_shape(RID p_shape, const Transform& p_shape_xform,float p_margin,Vector3 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask){

	if (p_result_max<=0)
		return 0;

	ShapeSW *shape = static_cast<PhysicsServerSW*>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);
	ERR_FAIL_COND_V(!shape,0);

	AABB aabb = p_shape_xform.xform(shape->get_aabb());
	aabb=aabb.grow(p_margin);

	int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,SpaceSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);

	bool collided=false;
	int cc=0;
	r_result_count=0;

	PhysicsServerSW::CollCbkData cbk;
	cbk.max=p_result_max;
	cbk.amount=0;
	cbk.ptr=r_results;
	CollisionSolverSW::CallbackResult cbkres=NULL;

	PhysicsServerSW::CollCbkData *cbkptr=NULL;
	if (p_result_max>0) {
		cbkptr=&cbk;
		cbkres=PhysicsServerSW::_shape_col_cbk;
	}


	for(int i=0;i<amount;i++) {

		if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
			continue;

		const CollisionObjectSW *col_obj=space->intersection_query_results[i];
		int shape_idx=space->intersection_query_subindex_results[i];

		if (p_exclude.has( col_obj->get_self() )) {
			continue;
		}

		//print_line("AGAINST: "+itos(col_obj->get_self().get_id())+":"+itos(shape_idx));
		//print_line("THE ABBB: "+(col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).xform(col_obj->get_shape(shape_idx)->get_aabb()));

		if (CollisionSolverSW::solve_static(shape,p_shape_xform,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),cbkres,cbkptr,NULL,p_margin)) {
			collided=true;
		}

	}

	r_result_count=cbk.amount;

	return collided;

}
开发者ID:Martho42,项目名称:godot,代码行数:56,代码来源:space_sw.cpp

示例3: intersect_shape

int PhysicsDirectSpaceStateSW::intersect_shape(const RID& p_shape, const Transform& p_xform,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask) {

	if (p_result_max<=0)
		return 0;

	ShapeSW *shape = static_cast<PhysicsServerSW*>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);
	ERR_FAIL_COND_V(!shape,0);

	Rect3 aabb = p_xform.xform(shape->get_aabb());

	int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,SpaceSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);

	int cc=0;

	//Transform ai = p_xform.affine_inverse();

	for(int i=0;i<amount;i++) {

		if (cc>=p_result_max)
			break;

		if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
			continue;

		//area cant be picked by ray (default)

		if (p_exclude.has( space->intersection_query_results[i]->get_self()))
			continue;


		const CollisionObjectSW *col_obj=space->intersection_query_results[i];
		int shape_idx=space->intersection_query_subindex_results[i];

		if (!CollisionSolverSW::solve_static(shape,p_xform,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), NULL,NULL,NULL,p_margin,0))
			continue;

		if (r_results) {
			r_results[cc].collider_id=col_obj->get_instance_id();
			if (r_results[cc].collider_id!=0)
				r_results[cc].collider=ObjectDB::get_instance(r_results[cc].collider_id);
			else
				r_results[cc].collider=NULL;
			r_results[cc].rid=col_obj->get_self();
			r_results[cc].shape=shape_idx;
		}

		cc++;

	}

	return cc;

}
开发者ID:baekdahl,项目名称:godot,代码行数:53,代码来源:space_sw.cpp

示例4: cast_motion

bool PhysicsDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform& p_xform,const Vector3& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask,ShapeRestInfo *r_info) {



	ShapeSW *shape = static_cast<PhysicsServerSW*>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);
	ERR_FAIL_COND_V(!shape,false);

	AABB aabb = p_xform.xform(shape->get_aabb());
	aabb=aabb.merge(AABB(aabb.pos+p_motion,aabb.size)); //motion
	aabb=aabb.grow(p_margin);

	//if (p_motion!=Vector3())
	//	print_line(p_motion);

	int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,SpaceSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);

	float best_safe=1;
	float best_unsafe=1;

	Transform xform_inv = p_xform.affine_inverse();
	MotionShapeSW mshape;
	mshape.shape=shape;
	mshape.motion=xform_inv.basis.xform(p_motion);

	bool best_first=true;

	Vector3 closest_A,closest_B;

	for(int i=0;i<amount;i++) {


		if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
			continue;

		if (p_exclude.has( space->intersection_query_results[i]->get_self()))
			continue; //ignore excluded


		const CollisionObjectSW *col_obj=space->intersection_query_results[i];
		int shape_idx=space->intersection_query_subindex_results[i];

		Vector3 point_A,point_B;
		Vector3 sep_axis=p_motion.normalized();

		Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
		//test initial overlap, does it collide if going all the way?
		if (CollisionSolverSW::solve_distance(&mshape,p_xform,col_obj->get_shape(shape_idx),col_obj_xform,point_A,point_B,aabb,&sep_axis)) {
			//print_line("failed motion cast (no collision)");
			continue;
		}


		//test initial overlap
#if 0
		if (CollisionSolverSW::solve_static(shape,p_xform,col_obj->get_shape(shape_idx),col_obj_xform,NULL,NULL,&sep_axis)) {
			print_line("failed initial cast (collision at begining)");
			return false;
		}
#else
		sep_axis=p_motion.normalized();

		if (!CollisionSolverSW::solve_distance(shape,p_xform,col_obj->get_shape(shape_idx),col_obj_xform,point_A,point_B,aabb,&sep_axis)) {
			//print_line("failed motion cast (no collision)");
			return false;
		}
#endif


		//just do kinematic solving
		float low=0;
		float hi=1;
		Vector3 mnormal=p_motion.normalized();

		for(int i=0;i<8;i++) { //steps should be customizable..

			Transform xfa = p_xform;
			float ofs = (low+hi)*0.5;

			Vector3 sep=mnormal; //important optimization for this to work fast enough

			mshape.motion=xform_inv.basis.xform(p_motion*ofs);

			Vector3 lA,lB;

			bool collided = !CollisionSolverSW::solve_distance(&mshape,p_xform,col_obj->get_shape(shape_idx),col_obj_xform,lA,lB,aabb,&sep);

			if (collided) {

				//print_line(itos(i)+": "+rtos(ofs));
				hi=ofs;
			} else {

				point_A=lA;
				point_B=lB;
				low=ofs;
			}
		}

		if (low<best_safe) {
			best_first=true; //force reset
//.........这里部分代码省略.........
开发者ID:Martho42,项目名称:godot,代码行数:101,代码来源:space_sw.cpp


注:本文中的ShapeSW::get_aabb方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。