bvh_tree.h 14 KB

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  1. /**************************************************************************/
  2. /* bvh_tree.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef BVH_TREE_H
  31. #define BVH_TREE_H
  32. // BVH Tree
  33. // This is an implementation of a dynamic BVH with templated leaf size.
  34. // This differs from most dynamic BVH in that it can handle more than 1 object
  35. // in leaf nodes. This can make it far more efficient in certain circumstances.
  36. // It also means that the splitting logic etc have to be completely different
  37. // to a simpler tree.
  38. // Note that MAX_CHILDREN should be fixed at 2 for now.
  39. #include "core/math/aabb.h"
  40. #include "core/math/bvh_abb.h"
  41. #include "core/math/geometry_3d.h"
  42. #include "core/math/vector3.h"
  43. #include "core/templates/local_vector.h"
  44. #include "core/templates/pooled_list.h"
  45. #include <limits.h>
  46. #define BVHABB_CLASS BVH_ABB<BOUNDS, POINT>
  47. // not sure if this is better yet so making optional
  48. #define BVH_EXPAND_LEAF_AABBS
  49. // never do these checks in release
  50. #ifdef DEV_ENABLED
  51. //#define BVH_VERBOSE
  52. //#define BVH_VERBOSE_TREE
  53. //#define BVH_VERBOSE_PAIRING
  54. //#define BVH_VERBOSE_MOVES
  55. //#define BVH_VERBOSE_FRAME
  56. //#define BVH_CHECKS
  57. //#define BVH_INTEGRITY_CHECKS
  58. #endif
  59. // debug only assert
  60. #ifdef BVH_CHECKS
  61. #define BVH_ASSERT(a) CRASH_COND((a) == false)
  62. #else
  63. #define BVH_ASSERT(a)
  64. #endif
  65. #ifdef BVH_VERBOSE
  66. #define VERBOSE_PRINT print_line
  67. #else
  68. #define VERBOSE_PRINT(a)
  69. #endif
  70. // really just a namespace
  71. struct BVHCommon {
  72. // these could possibly also be the same constant,
  73. // although this may be useful for debugging.
  74. // or use zero for invalid and +1 based indices.
  75. static const uint32_t INVALID = (0xffffffff);
  76. static const uint32_t INACTIVE = (0xfffffffe);
  77. };
  78. // really a handle, can be anything
  79. // note that zero is a valid reference for the BVH .. this may involve using
  80. // a plus one based ID for clients that expect 0 to be invalid.
  81. struct BVHHandle {
  82. // conversion operator
  83. operator uint32_t() const { return _data; }
  84. void set(uint32_t p_value) { _data = p_value; }
  85. uint32_t _data;
  86. void set_invalid() { _data = BVHCommon::INVALID; }
  87. bool is_invalid() const { return _data == BVHCommon::INVALID; }
  88. uint32_t id() const { return _data; }
  89. void set_id(uint32_t p_id) { _data = p_id; }
  90. bool operator==(const BVHHandle &p_h) const { return _data == p_h._data; }
  91. bool operator!=(const BVHHandle &p_h) const { return (*this == p_h) == false; }
  92. };
  93. // helper class to make iterative versions of recursive functions
  94. template <class T>
  95. class BVH_IterativeInfo {
  96. public:
  97. enum {
  98. ALLOCA_STACK_SIZE = 128
  99. };
  100. int32_t depth = 1;
  101. int32_t threshold = ALLOCA_STACK_SIZE - 2;
  102. T *stack;
  103. //only used in rare occasions when you run out of alloca memory
  104. // because tree is too unbalanced.
  105. LocalVector<T> aux_stack;
  106. int32_t get_alloca_stacksize() const { return ALLOCA_STACK_SIZE * sizeof(T); }
  107. T *get_first() const {
  108. return &stack[0];
  109. }
  110. // pop the last member of the stack, or return false
  111. bool pop(T &r_value) {
  112. if (!depth) {
  113. return false;
  114. }
  115. depth--;
  116. r_value = stack[depth];
  117. return true;
  118. }
  119. // request new addition to stack
  120. T *request() {
  121. if (depth > threshold) {
  122. if (aux_stack.is_empty()) {
  123. aux_stack.resize(ALLOCA_STACK_SIZE * 2);
  124. memcpy(aux_stack.ptr(), stack, get_alloca_stacksize());
  125. } else {
  126. aux_stack.resize(aux_stack.size() * 2);
  127. }
  128. stack = aux_stack.ptr();
  129. threshold = aux_stack.size() - 2;
  130. }
  131. return &stack[depth++];
  132. }
  133. };
  134. template <class T>
  135. class BVH_DummyPairTestFunction {
  136. public:
  137. static bool user_collision_check(T *p_a, T *p_b) {
  138. // return false if no collision, decided by masks etc
  139. return true;
  140. }
  141. };
  142. template <class T>
  143. class BVH_DummyCullTestFunction {
  144. public:
  145. static bool user_cull_check(T *p_a, T *p_b) {
  146. // return false if no collision
  147. return true;
  148. }
  149. };
  150. template <class T, int NUM_TREES, int MAX_CHILDREN, int MAX_ITEMS, class USER_PAIR_TEST_FUNCTION = BVH_DummyPairTestFunction<T>, class USER_CULL_TEST_FUNCTION = BVH_DummyCullTestFunction<T>, bool USE_PAIRS = false, class BOUNDS = AABB, class POINT = Vector3>
  151. class BVH_Tree {
  152. friend class BVH;
  153. #include "bvh_pair.inc"
  154. #include "bvh_structs.inc"
  155. public:
  156. BVH_Tree() {
  157. for (int n = 0; n < NUM_TREES; n++) {
  158. _root_node_id[n] = BVHCommon::INVALID;
  159. }
  160. // disallow zero leaf ids
  161. // (as these ids are stored as negative numbers in the node)
  162. uint32_t dummy_leaf_id;
  163. _leaves.request(dummy_leaf_id);
  164. // In many cases you may want to change this default in the client code,
  165. // or expose this value to the user.
  166. // This default may make sense for a typically scaled 3d game, but maybe not for 2d on a pixel scale.
  167. params_set_pairing_expansion(0.1);
  168. }
  169. private:
  170. bool node_add_child(uint32_t p_node_id, uint32_t p_child_node_id) {
  171. TNode &tnode = _nodes[p_node_id];
  172. if (tnode.is_full_of_children()) {
  173. return false;
  174. }
  175. tnode.children[tnode.num_children] = p_child_node_id;
  176. tnode.num_children += 1;
  177. // back link in the child to the parent
  178. TNode &tnode_child = _nodes[p_child_node_id];
  179. tnode_child.parent_id = p_node_id;
  180. return true;
  181. }
  182. void node_replace_child(uint32_t p_parent_id, uint32_t p_old_child_id, uint32_t p_new_child_id) {
  183. TNode &parent = _nodes[p_parent_id];
  184. BVH_ASSERT(!parent.is_leaf());
  185. int child_num = parent.find_child(p_old_child_id);
  186. BVH_ASSERT(child_num != -1);
  187. parent.children[child_num] = p_new_child_id;
  188. TNode &new_child = _nodes[p_new_child_id];
  189. new_child.parent_id = p_parent_id;
  190. }
  191. void node_remove_child(uint32_t p_parent_id, uint32_t p_child_id, uint32_t p_tree_id, bool p_prevent_sibling = false) {
  192. TNode &parent = _nodes[p_parent_id];
  193. BVH_ASSERT(!parent.is_leaf());
  194. int child_num = parent.find_child(p_child_id);
  195. BVH_ASSERT(child_num != -1);
  196. parent.remove_child_internal(child_num);
  197. // no need to keep back references for children at the moment
  198. uint32_t sibling_id = 0; // always a node id, as tnode is never a leaf
  199. bool sibling_present = false;
  200. // if there are more children, or this is the root node, don't try and delete
  201. if (parent.num_children > 1) {
  202. return;
  203. }
  204. // if there is 1 sibling, it can be moved to be a child of the
  205. if (parent.num_children == 1) {
  206. // else there is now a redundant node with one child, which can be removed
  207. sibling_id = parent.children[0];
  208. sibling_present = true;
  209. }
  210. // now there may be no children in this node .. in which case it can be deleted
  211. // remove node if empty
  212. // remove link from parent
  213. uint32_t grandparent_id = parent.parent_id;
  214. // special case for root node
  215. if (grandparent_id == BVHCommon::INVALID) {
  216. if (sibling_present) {
  217. // change the root node
  218. change_root_node(sibling_id, p_tree_id);
  219. // delete the old root node as no longer needed
  220. node_free_node_and_leaf(p_parent_id);
  221. }
  222. return;
  223. }
  224. if (sibling_present) {
  225. node_replace_child(grandparent_id, p_parent_id, sibling_id);
  226. } else {
  227. node_remove_child(grandparent_id, p_parent_id, p_tree_id, true);
  228. }
  229. // put the node on the free list to recycle
  230. node_free_node_and_leaf(p_parent_id);
  231. }
  232. // A node can either be a node, or a node AND a leaf combo.
  233. // Both must be deleted to prevent a leak.
  234. void node_free_node_and_leaf(uint32_t p_node_id) {
  235. TNode &node = _nodes[p_node_id];
  236. if (node.is_leaf()) {
  237. int leaf_id = node.get_leaf_id();
  238. _leaves.free(leaf_id);
  239. }
  240. _nodes.free(p_node_id);
  241. }
  242. void change_root_node(uint32_t p_new_root_id, uint32_t p_tree_id) {
  243. _root_node_id[p_tree_id] = p_new_root_id;
  244. TNode &root = _nodes[p_new_root_id];
  245. // mark no parent
  246. root.parent_id = BVHCommon::INVALID;
  247. }
  248. void node_make_leaf(uint32_t p_node_id) {
  249. uint32_t child_leaf_id;
  250. TLeaf *child_leaf = _leaves.request(child_leaf_id);
  251. child_leaf->clear();
  252. // zero is reserved at startup, to prevent this id being used
  253. // (as they are stored as negative values in the node, and zero is already taken)
  254. BVH_ASSERT(child_leaf_id != 0);
  255. TNode &node = _nodes[p_node_id];
  256. node.neg_leaf_id = -(int)child_leaf_id;
  257. }
  258. void node_remove_item(uint32_t p_ref_id, uint32_t p_tree_id, BVHABB_CLASS *r_old_aabb = nullptr) {
  259. // get the reference
  260. ItemRef &ref = _refs[p_ref_id];
  261. uint32_t owner_node_id = ref.tnode_id;
  262. // debug draw special
  263. // This may not be needed
  264. if (owner_node_id == BVHCommon::INVALID) {
  265. return;
  266. }
  267. TNode &tnode = _nodes[owner_node_id];
  268. CRASH_COND(!tnode.is_leaf());
  269. TLeaf &leaf = _node_get_leaf(tnode);
  270. // if the aabb is not determining the corner size, then there is no need to refit!
  271. // (optimization, as merging AABBs takes a lot of time)
  272. const BVHABB_CLASS &old_aabb = leaf.get_aabb(ref.item_id);
  273. // shrink a little to prevent using corner aabbs
  274. // in order to miss the corners first we shrink by node_expansion
  275. // (which is added to the overall bound of the leaf), then we also
  276. // shrink by an epsilon, in order to miss out the very corner aabbs
  277. // which are important in determining the bound. Any other aabb
  278. // within this can be removed and not affect the overall bound.
  279. BVHABB_CLASS node_bound = tnode.aabb;
  280. node_bound.expand(-_node_expansion - 0.001f);
  281. bool refit = true;
  282. if (node_bound.is_other_within(old_aabb)) {
  283. refit = false;
  284. }
  285. // record the old aabb if required (for incremental remove_and_reinsert)
  286. if (r_old_aabb) {
  287. *r_old_aabb = old_aabb;
  288. }
  289. leaf.remove_item_unordered(ref.item_id);
  290. if (leaf.num_items) {
  291. // the swapped item has to have its reference changed to, to point to the new item id
  292. uint32_t swapped_ref_id = leaf.get_item_ref_id(ref.item_id);
  293. ItemRef &swapped_ref = _refs[swapped_ref_id];
  294. swapped_ref.item_id = ref.item_id;
  295. // only have to refit if it is an edge item
  296. // This is a VERY EXPENSIVE STEP
  297. // we defer the refit updates until the update function is called once per frame
  298. if (refit) {
  299. leaf.set_dirty(true);
  300. }
  301. } else {
  302. // remove node if empty
  303. // remove link from parent
  304. if (tnode.parent_id != BVHCommon::INVALID) {
  305. // DANGER .. this can potentially end up with root node with 1 child ...
  306. // we don't want this and must check for it
  307. uint32_t parent_id = tnode.parent_id;
  308. node_remove_child(parent_id, owner_node_id, p_tree_id);
  309. refit_upward(parent_id);
  310. // put the node on the free list to recycle
  311. node_free_node_and_leaf(owner_node_id);
  312. }
  313. // else if no parent, it is the root node. Do not delete
  314. }
  315. ref.tnode_id = BVHCommon::INVALID;
  316. ref.item_id = BVHCommon::INVALID; // unset
  317. }
  318. // returns true if needs refit of PARENT tree only, the node itself AABB is calculated
  319. // within this routine
  320. bool _node_add_item(uint32_t p_node_id, uint32_t p_ref_id, const BVHABB_CLASS &p_aabb) {
  321. ItemRef &ref = _refs[p_ref_id];
  322. ref.tnode_id = p_node_id;
  323. TNode &node = _nodes[p_node_id];
  324. BVH_ASSERT(node.is_leaf());
  325. TLeaf &leaf = _node_get_leaf(node);
  326. // optimization - we only need to do a refit
  327. // if the added item is changing the AABB of the node.
  328. // in most cases it won't.
  329. bool needs_refit = true;
  330. // expand bound now
  331. BVHABB_CLASS expanded = p_aabb;
  332. expanded.expand(_node_expansion);
  333. // the bound will only be valid if there is an item in there already
  334. if (leaf.num_items) {
  335. if (node.aabb.is_other_within(expanded)) {
  336. // no change to node AABBs
  337. needs_refit = false;
  338. } else {
  339. node.aabb.merge(expanded);
  340. }
  341. } else {
  342. // bound of the node = the new aabb
  343. node.aabb = expanded;
  344. }
  345. ref.item_id = leaf.request_item();
  346. BVH_ASSERT(ref.item_id != BVHCommon::INVALID);
  347. // set the aabb of the new item
  348. leaf.get_aabb(ref.item_id) = p_aabb;
  349. // back reference on the item back to the item reference
  350. leaf.get_item_ref_id(ref.item_id) = p_ref_id;
  351. return needs_refit;
  352. }
  353. uint32_t _node_create_another_child(uint32_t p_node_id, const BVHABB_CLASS &p_aabb) {
  354. uint32_t child_node_id;
  355. TNode *child_node = _nodes.request(child_node_id);
  356. child_node->clear();
  357. // may not be necessary
  358. child_node->aabb = p_aabb;
  359. node_add_child(p_node_id, child_node_id);
  360. return child_node_id;
  361. }
  362. #include "bvh_cull.inc"
  363. #include "bvh_debug.inc"
  364. #include "bvh_integrity.inc"
  365. #include "bvh_logic.inc"
  366. #include "bvh_misc.inc"
  367. #include "bvh_public.inc"
  368. #include "bvh_refit.inc"
  369. #include "bvh_split.inc"
  370. };
  371. #undef VERBOSE_PRINT
  372. #endif // BVH_TREE_H