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- /**************************************************************************/
- /* bvh_tree.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 BVH_TREE_H
- #define BVH_TREE_H
- // BVH Tree
- // This is an implementation of a dynamic BVH with templated leaf size.
- // This differs from most dynamic BVH in that it can handle more than 1 object
- // in leaf nodes. This can make it far more efficient in certain circumstances.
- // It also means that the splitting logic etc have to be completely different
- // to a simpler tree.
- // Note that MAX_CHILDREN should be fixed at 2 for now.
- #include "core/math/aabb.h"
- #include "core/math/bvh_abb.h"
- #include "core/math/geometry_3d.h"
- #include "core/math/vector3.h"
- #include "core/templates/local_vector.h"
- #include "core/templates/pooled_list.h"
- #include <limits.h>
- #define BVHABB_CLASS BVH_ABB<BOUNDS, POINT>
- // not sure if this is better yet so making optional
- #define BVH_EXPAND_LEAF_AABBS
- // never do these checks in release
- #ifdef DEV_ENABLED
- //#define BVH_VERBOSE
- //#define BVH_VERBOSE_TREE
- //#define BVH_VERBOSE_PAIRING
- //#define BVH_VERBOSE_MOVES
- //#define BVH_VERBOSE_FRAME
- //#define BVH_CHECKS
- //#define BVH_INTEGRITY_CHECKS
- #endif
- // debug only assert
- #ifdef BVH_CHECKS
- #define BVH_ASSERT(a) CRASH_COND((a) == false)
- #else
- #define BVH_ASSERT(a)
- #endif
- #ifdef BVH_VERBOSE
- #define VERBOSE_PRINT print_line
- #else
- #define VERBOSE_PRINT(a)
- #endif
- // really just a namespace
- struct BVHCommon {
- // these could possibly also be the same constant,
- // although this may be useful for debugging.
- // or use zero for invalid and +1 based indices.
- static const uint32_t INVALID = (0xffffffff);
- static const uint32_t INACTIVE = (0xfffffffe);
- };
- // really a handle, can be anything
- // note that zero is a valid reference for the BVH .. this may involve using
- // a plus one based ID for clients that expect 0 to be invalid.
- struct BVHHandle {
- // conversion operator
- operator uint32_t() const { return _data; }
- void set(uint32_t p_value) { _data = p_value; }
- uint32_t _data;
- void set_invalid() { _data = BVHCommon::INVALID; }
- bool is_invalid() const { return _data == BVHCommon::INVALID; }
- uint32_t id() const { return _data; }
- void set_id(uint32_t p_id) { _data = p_id; }
- bool operator==(const BVHHandle &p_h) const { return _data == p_h._data; }
- bool operator!=(const BVHHandle &p_h) const { return (*this == p_h) == false; }
- };
- // helper class to make iterative versions of recursive functions
- template <class T>
- class BVH_IterativeInfo {
- public:
- enum {
- ALLOCA_STACK_SIZE = 128
- };
- int32_t depth = 1;
- int32_t threshold = ALLOCA_STACK_SIZE - 2;
- T *stack;
- //only used in rare occasions when you run out of alloca memory
- // because tree is too unbalanced.
- LocalVector<T> aux_stack;
- int32_t get_alloca_stacksize() const { return ALLOCA_STACK_SIZE * sizeof(T); }
- T *get_first() const {
- return &stack[0];
- }
- // pop the last member of the stack, or return false
- bool pop(T &r_value) {
- if (!depth) {
- return false;
- }
- depth--;
- r_value = stack[depth];
- return true;
- }
- // request new addition to stack
- T *request() {
- if (depth > threshold) {
- if (aux_stack.is_empty()) {
- aux_stack.resize(ALLOCA_STACK_SIZE * 2);
- memcpy(aux_stack.ptr(), stack, get_alloca_stacksize());
- } else {
- aux_stack.resize(aux_stack.size() * 2);
- }
- stack = aux_stack.ptr();
- threshold = aux_stack.size() - 2;
- }
- return &stack[depth++];
- }
- };
- template <class T>
- class BVH_DummyPairTestFunction {
- public:
- static bool user_collision_check(T *p_a, T *p_b) {
- // return false if no collision, decided by masks etc
- return true;
- }
- };
- template <class T>
- class BVH_DummyCullTestFunction {
- public:
- static bool user_cull_check(T *p_a, T *p_b) {
- // return false if no collision
- return true;
- }
- };
- 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>
- class BVH_Tree {
- friend class BVH;
- #include "bvh_pair.inc"
- #include "bvh_structs.inc"
- public:
- BVH_Tree() {
- for (int n = 0; n < NUM_TREES; n++) {
- _root_node_id[n] = BVHCommon::INVALID;
- }
- // disallow zero leaf ids
- // (as these ids are stored as negative numbers in the node)
- uint32_t dummy_leaf_id;
- _leaves.request(dummy_leaf_id);
- // In many cases you may want to change this default in the client code,
- // or expose this value to the user.
- // This default may make sense for a typically scaled 3d game, but maybe not for 2d on a pixel scale.
- params_set_pairing_expansion(0.1);
- }
- private:
- bool node_add_child(uint32_t p_node_id, uint32_t p_child_node_id) {
- TNode &tnode = _nodes[p_node_id];
- if (tnode.is_full_of_children()) {
- return false;
- }
- tnode.children[tnode.num_children] = p_child_node_id;
- tnode.num_children += 1;
- // back link in the child to the parent
- TNode &tnode_child = _nodes[p_child_node_id];
- tnode_child.parent_id = p_node_id;
- return true;
- }
- void node_replace_child(uint32_t p_parent_id, uint32_t p_old_child_id, uint32_t p_new_child_id) {
- TNode &parent = _nodes[p_parent_id];
- BVH_ASSERT(!parent.is_leaf());
- int child_num = parent.find_child(p_old_child_id);
- BVH_ASSERT(child_num != -1);
- parent.children[child_num] = p_new_child_id;
- TNode &new_child = _nodes[p_new_child_id];
- new_child.parent_id = p_parent_id;
- }
- void node_remove_child(uint32_t p_parent_id, uint32_t p_child_id, uint32_t p_tree_id, bool p_prevent_sibling = false) {
- TNode &parent = _nodes[p_parent_id];
- BVH_ASSERT(!parent.is_leaf());
- int child_num = parent.find_child(p_child_id);
- BVH_ASSERT(child_num != -1);
- parent.remove_child_internal(child_num);
- // no need to keep back references for children at the moment
- uint32_t sibling_id = 0; // always a node id, as tnode is never a leaf
- bool sibling_present = false;
- // if there are more children, or this is the root node, don't try and delete
- if (parent.num_children > 1) {
- return;
- }
- // if there is 1 sibling, it can be moved to be a child of the
- if (parent.num_children == 1) {
- // else there is now a redundant node with one child, which can be removed
- sibling_id = parent.children[0];
- sibling_present = true;
- }
- // now there may be no children in this node .. in which case it can be deleted
- // remove node if empty
- // remove link from parent
- uint32_t grandparent_id = parent.parent_id;
- // special case for root node
- if (grandparent_id == BVHCommon::INVALID) {
- if (sibling_present) {
- // change the root node
- change_root_node(sibling_id, p_tree_id);
- // delete the old root node as no longer needed
- node_free_node_and_leaf(p_parent_id);
- }
- return;
- }
- if (sibling_present) {
- node_replace_child(grandparent_id, p_parent_id, sibling_id);
- } else {
- node_remove_child(grandparent_id, p_parent_id, p_tree_id, true);
- }
- // put the node on the free list to recycle
- node_free_node_and_leaf(p_parent_id);
- }
- // A node can either be a node, or a node AND a leaf combo.
- // Both must be deleted to prevent a leak.
- void node_free_node_and_leaf(uint32_t p_node_id) {
- TNode &node = _nodes[p_node_id];
- if (node.is_leaf()) {
- int leaf_id = node.get_leaf_id();
- _leaves.free(leaf_id);
- }
- _nodes.free(p_node_id);
- }
- void change_root_node(uint32_t p_new_root_id, uint32_t p_tree_id) {
- _root_node_id[p_tree_id] = p_new_root_id;
- TNode &root = _nodes[p_new_root_id];
- // mark no parent
- root.parent_id = BVHCommon::INVALID;
- }
- void node_make_leaf(uint32_t p_node_id) {
- uint32_t child_leaf_id;
- TLeaf *child_leaf = _leaves.request(child_leaf_id);
- child_leaf->clear();
- // zero is reserved at startup, to prevent this id being used
- // (as they are stored as negative values in the node, and zero is already taken)
- BVH_ASSERT(child_leaf_id != 0);
- TNode &node = _nodes[p_node_id];
- node.neg_leaf_id = -(int)child_leaf_id;
- }
- void node_remove_item(uint32_t p_ref_id, uint32_t p_tree_id, BVHABB_CLASS *r_old_aabb = nullptr) {
- // get the reference
- ItemRef &ref = _refs[p_ref_id];
- uint32_t owner_node_id = ref.tnode_id;
- // debug draw special
- // This may not be needed
- if (owner_node_id == BVHCommon::INVALID) {
- return;
- }
- TNode &tnode = _nodes[owner_node_id];
- CRASH_COND(!tnode.is_leaf());
- TLeaf &leaf = _node_get_leaf(tnode);
- // if the aabb is not determining the corner size, then there is no need to refit!
- // (optimization, as merging AABBs takes a lot of time)
- const BVHABB_CLASS &old_aabb = leaf.get_aabb(ref.item_id);
- // shrink a little to prevent using corner aabbs
- // in order to miss the corners first we shrink by node_expansion
- // (which is added to the overall bound of the leaf), then we also
- // shrink by an epsilon, in order to miss out the very corner aabbs
- // which are important in determining the bound. Any other aabb
- // within this can be removed and not affect the overall bound.
- BVHABB_CLASS node_bound = tnode.aabb;
- node_bound.expand(-_node_expansion - 0.001f);
- bool refit = true;
- if (node_bound.is_other_within(old_aabb)) {
- refit = false;
- }
- // record the old aabb if required (for incremental remove_and_reinsert)
- if (r_old_aabb) {
- *r_old_aabb = old_aabb;
- }
- leaf.remove_item_unordered(ref.item_id);
- if (leaf.num_items) {
- // the swapped item has to have its reference changed to, to point to the new item id
- uint32_t swapped_ref_id = leaf.get_item_ref_id(ref.item_id);
- ItemRef &swapped_ref = _refs[swapped_ref_id];
- swapped_ref.item_id = ref.item_id;
- // only have to refit if it is an edge item
- // This is a VERY EXPENSIVE STEP
- // we defer the refit updates until the update function is called once per frame
- if (refit) {
- leaf.set_dirty(true);
- }
- } else {
- // remove node if empty
- // remove link from parent
- if (tnode.parent_id != BVHCommon::INVALID) {
- // DANGER .. this can potentially end up with root node with 1 child ...
- // we don't want this and must check for it
- uint32_t parent_id = tnode.parent_id;
- node_remove_child(parent_id, owner_node_id, p_tree_id);
- refit_upward(parent_id);
- // put the node on the free list to recycle
- node_free_node_and_leaf(owner_node_id);
- }
- // else if no parent, it is the root node. Do not delete
- }
- ref.tnode_id = BVHCommon::INVALID;
- ref.item_id = BVHCommon::INVALID; // unset
- }
- // returns true if needs refit of PARENT tree only, the node itself AABB is calculated
- // within this routine
- bool _node_add_item(uint32_t p_node_id, uint32_t p_ref_id, const BVHABB_CLASS &p_aabb) {
- ItemRef &ref = _refs[p_ref_id];
- ref.tnode_id = p_node_id;
- TNode &node = _nodes[p_node_id];
- BVH_ASSERT(node.is_leaf());
- TLeaf &leaf = _node_get_leaf(node);
- // optimization - we only need to do a refit
- // if the added item is changing the AABB of the node.
- // in most cases it won't.
- bool needs_refit = true;
- // expand bound now
- BVHABB_CLASS expanded = p_aabb;
- expanded.expand(_node_expansion);
- // the bound will only be valid if there is an item in there already
- if (leaf.num_items) {
- if (node.aabb.is_other_within(expanded)) {
- // no change to node AABBs
- needs_refit = false;
- } else {
- node.aabb.merge(expanded);
- }
- } else {
- // bound of the node = the new aabb
- node.aabb = expanded;
- }
- ref.item_id = leaf.request_item();
- BVH_ASSERT(ref.item_id != BVHCommon::INVALID);
- // set the aabb of the new item
- leaf.get_aabb(ref.item_id) = p_aabb;
- // back reference on the item back to the item reference
- leaf.get_item_ref_id(ref.item_id) = p_ref_id;
- return needs_refit;
- }
- uint32_t _node_create_another_child(uint32_t p_node_id, const BVHABB_CLASS &p_aabb) {
- uint32_t child_node_id;
- TNode *child_node = _nodes.request(child_node_id);
- child_node->clear();
- // may not be necessary
- child_node->aabb = p_aabb;
- node_add_child(p_node_id, child_node_id);
- return child_node_id;
- }
- #include "bvh_cull.inc"
- #include "bvh_debug.inc"
- #include "bvh_integrity.inc"
- #include "bvh_logic.inc"
- #include "bvh_misc.inc"
- #include "bvh_public.inc"
- #include "bvh_refit.inc"
- #include "bvh_split.inc"
- };
- #undef VERBOSE_PRINT
- #endif // BVH_TREE_H
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