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- /**************************************************************************/
- /* dynamic_bvh.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 DYNAMIC_BVH_H
- #define DYNAMIC_BVH_H
- #include "core/math/aabb.h"
- #include "core/templates/list.h"
- #include "core/templates/local_vector.h"
- #include "core/templates/paged_allocator.h"
- #include "core/typedefs.h"
- // Based on bullet Dbvh
- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- ///DynamicBVH implementation by Nathanael Presson
- // The DynamicBVH class implements a fast dynamic bounding volume tree based on axis aligned bounding boxes (aabb tree).
- class DynamicBVH {
- struct Node;
- public:
- struct ID {
- Node *node = nullptr;
- public:
- _FORCE_INLINE_ bool is_valid() const { return node != nullptr; }
- };
- private:
- struct Volume {
- Vector3 min, max;
- _FORCE_INLINE_ Vector3 get_center() const { return ((min + max) / 2); }
- _FORCE_INLINE_ Vector3 get_length() const { return (max - min); }
- _FORCE_INLINE_ bool contains(const Volume &a) const {
- return ((min.x <= a.min.x) &&
- (min.y <= a.min.y) &&
- (min.z <= a.min.z) &&
- (max.x >= a.max.x) &&
- (max.y >= a.max.y) &&
- (max.z >= a.max.z));
- }
- _FORCE_INLINE_ Volume merge(const Volume &b) const {
- Volume r;
- for (int i = 0; i < 3; ++i) {
- if (min[i] < b.min[i]) {
- r.min[i] = min[i];
- } else {
- r.min[i] = b.min[i];
- }
- if (max[i] > b.max[i]) {
- r.max[i] = max[i];
- } else {
- r.max[i] = b.max[i];
- }
- }
- return r;
- }
- _FORCE_INLINE_ real_t get_size() const {
- const Vector3 edges = get_length();
- return (edges.x * edges.y * edges.z +
- edges.x + edges.y + edges.z);
- }
- _FORCE_INLINE_ bool is_not_equal_to(const Volume &b) const {
- return ((min.x != b.min.x) ||
- (min.y != b.min.y) ||
- (min.z != b.min.z) ||
- (max.x != b.max.x) ||
- (max.y != b.max.y) ||
- (max.z != b.max.z));
- }
- _FORCE_INLINE_ real_t get_proximity_to(const Volume &b) const {
- const Vector3 d = (min + max) - (b.min + b.max);
- return (Math::abs(d.x) + Math::abs(d.y) + Math::abs(d.z));
- }
- _FORCE_INLINE_ int select_by_proximity(const Volume &a, const Volume &b) const {
- return (get_proximity_to(a) < get_proximity_to(b) ? 0 : 1);
- }
- //
- _FORCE_INLINE_ bool intersects(const Volume &b) const {
- return ((min.x <= b.max.x) &&
- (max.x >= b.min.x) &&
- (min.y <= b.max.y) &&
- (max.y >= b.min.y) &&
- (min.z <= b.max.z) &&
- (max.z >= b.min.z));
- }
- _FORCE_INLINE_ bool intersects_convex(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
- Vector3 half_extents = (max - min) * 0.5;
- Vector3 ofs = min + half_extents;
- for (int i = 0; i < p_plane_count; i++) {
- const Plane &p = p_planes[i];
- Vector3 point(
- (p.normal.x > 0) ? -half_extents.x : half_extents.x,
- (p.normal.y > 0) ? -half_extents.y : half_extents.y,
- (p.normal.z > 0) ? -half_extents.z : half_extents.z);
- point += ofs;
- if (p.is_point_over(point)) {
- return false;
- }
- }
- // Make sure all points in the shape aren't fully separated from the AABB on
- // each axis.
- int bad_point_counts_positive[3] = { 0 };
- int bad_point_counts_negative[3] = { 0 };
- for (int k = 0; k < 3; k++) {
- for (int i = 0; i < p_point_count; i++) {
- if (p_points[i].coord[k] > ofs.coord[k] + half_extents.coord[k]) {
- bad_point_counts_positive[k]++;
- }
- if (p_points[i].coord[k] < ofs.coord[k] - half_extents.coord[k]) {
- bad_point_counts_negative[k]++;
- }
- }
- if (bad_point_counts_negative[k] == p_point_count) {
- return false;
- }
- if (bad_point_counts_positive[k] == p_point_count) {
- return false;
- }
- }
- return true;
- }
- };
- struct Node {
- Volume volume;
- Node *parent = nullptr;
- union {
- Node *children[2];
- void *data;
- };
- _FORCE_INLINE_ bool is_leaf() const { return children[1] == nullptr; }
- _FORCE_INLINE_ bool is_internal() const { return (!is_leaf()); }
- _FORCE_INLINE_ int get_index_in_parent() const {
- ERR_FAIL_COND_V(!parent, 0);
- return (parent->children[1] == this) ? 1 : 0;
- }
- void get_max_depth(int depth, int &maxdepth) {
- if (is_internal()) {
- children[0]->get_max_depth(depth + 1, maxdepth);
- children[1]->get_max_depth(depth + 1, maxdepth);
- } else {
- maxdepth = MAX(maxdepth, depth);
- }
- }
- //
- int count_leaves() const {
- if (is_internal()) {
- return children[0]->count_leaves() + children[1]->count_leaves();
- } else {
- return (1);
- }
- }
- bool is_left_of_axis(const Vector3 &org, const Vector3 &axis) const {
- return axis.dot(volume.get_center() - org) <= 0;
- }
- Node() {
- children[0] = nullptr;
- children[1] = nullptr;
- }
- };
- PagedAllocator<Node> node_allocator;
- // Fields
- Node *bvh_root = nullptr;
- int lkhd = -1;
- int total_leaves = 0;
- uint32_t opath = 0;
- uint32_t index = 0;
- enum {
- ALLOCA_STACK_SIZE = 128
- };
- _FORCE_INLINE_ void _delete_node(Node *p_node);
- void _recurse_delete_node(Node *p_node);
- _FORCE_INLINE_ Node *_create_node(Node *p_parent, void *p_data);
- _FORCE_INLINE_ DynamicBVH::Node *_create_node_with_volume(Node *p_parent, const Volume &p_volume, void *p_data);
- _FORCE_INLINE_ void _insert_leaf(Node *p_root, Node *p_leaf);
- _FORCE_INLINE_ Node *_remove_leaf(Node *leaf);
- void _fetch_leaves(Node *p_root, LocalVector<Node *> &r_leaves, int p_depth = -1);
- static int _split(Node **leaves, int p_count, const Vector3 &p_org, const Vector3 &p_axis);
- static Volume _bounds(Node **leaves, int p_count);
- void _bottom_up(Node **leaves, int p_count);
- Node *_top_down(Node **leaves, int p_count, int p_bu_threshold);
- Node *_node_sort(Node *n, Node *&r);
- _FORCE_INLINE_ void _update(Node *leaf, int lookahead = -1);
- void _extract_leaves(Node *p_node, List<ID> *r_elements);
- _FORCE_INLINE_ bool _ray_aabb(const Vector3 &rayFrom, const Vector3 &rayInvDirection, const unsigned int raySign[3], const Vector3 bounds[2], real_t &tmin, real_t lambda_min, real_t lambda_max) {
- real_t tmax, tymin, tymax, tzmin, tzmax;
- tmin = (bounds[raySign[0]].x - rayFrom.x) * rayInvDirection.x;
- tmax = (bounds[1 - raySign[0]].x - rayFrom.x) * rayInvDirection.x;
- tymin = (bounds[raySign[1]].y - rayFrom.y) * rayInvDirection.y;
- tymax = (bounds[1 - raySign[1]].y - rayFrom.y) * rayInvDirection.y;
- if ((tmin > tymax) || (tymin > tmax)) {
- return false;
- }
- if (tymin > tmin) {
- tmin = tymin;
- }
- if (tymax < tmax) {
- tmax = tymax;
- }
- tzmin = (bounds[raySign[2]].z - rayFrom.z) * rayInvDirection.z;
- tzmax = (bounds[1 - raySign[2]].z - rayFrom.z) * rayInvDirection.z;
- if ((tmin > tzmax) || (tzmin > tmax)) {
- return false;
- }
- if (tzmin > tmin) {
- tmin = tzmin;
- }
- if (tzmax < tmax) {
- tmax = tzmax;
- }
- return ((tmin < lambda_max) && (tmax > lambda_min));
- }
- public:
- // Methods
- void clear();
- bool is_empty() const { return (nullptr == bvh_root); }
- void optimize_bottom_up();
- void optimize_top_down(int bu_threshold = 128);
- void optimize_incremental(int passes);
- ID insert(const AABB &p_box, void *p_userdata);
- bool update(const ID &p_id, const AABB &p_box);
- void remove(const ID &p_id);
- void get_elements(List<ID> *r_elements);
- int get_leaf_count() const;
- int get_max_depth() const;
- /* Discouraged, but works as a reference on how it must be used */
- struct DefaultQueryResult {
- virtual bool operator()(void *p_data) = 0; //return true whether you want to continue the query
- virtual ~DefaultQueryResult() {}
- };
- template <class QueryResult>
- _FORCE_INLINE_ void aabb_query(const AABB &p_aabb, QueryResult &r_result);
- template <class QueryResult>
- _FORCE_INLINE_ void convex_query(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, QueryResult &r_result);
- template <class QueryResult>
- _FORCE_INLINE_ void ray_query(const Vector3 &p_from, const Vector3 &p_to, QueryResult &r_result);
- void set_index(uint32_t p_index);
- uint32_t get_index() const;
- ~DynamicBVH();
- };
- template <class QueryResult>
- void DynamicBVH::aabb_query(const AABB &p_box, QueryResult &r_result) {
- if (!bvh_root) {
- return;
- }
- Volume volume;
- volume.min = p_box.position;
- volume.max = p_box.position + p_box.size;
- const Node **stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
- stack[0] = bvh_root;
- int32_t depth = 1;
- int32_t threshold = ALLOCA_STACK_SIZE - 2;
- LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
- do {
- depth--;
- const Node *n = stack[depth];
- if (n->volume.intersects(volume)) {
- if (n->is_internal()) {
- if (depth > threshold) {
- if (aux_stack.is_empty()) {
- aux_stack.resize(ALLOCA_STACK_SIZE * 2);
- memcpy(aux_stack.ptr(), stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
- } else {
- aux_stack.resize(aux_stack.size() * 2);
- }
- stack = aux_stack.ptr();
- threshold = aux_stack.size() - 2;
- }
- stack[depth++] = n->children[0];
- stack[depth++] = n->children[1];
- } else {
- if (r_result(n->data)) {
- return;
- }
- }
- }
- } while (depth > 0);
- }
- template <class QueryResult>
- void DynamicBVH::convex_query(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, QueryResult &r_result) {
- if (!bvh_root) {
- return;
- }
- //generate a volume anyway to improve pre-testing
- Volume volume;
- for (int i = 0; i < p_point_count; i++) {
- if (i == 0) {
- volume.min = p_points[0];
- volume.max = p_points[0];
- } else {
- volume.min.x = MIN(volume.min.x, p_points[i].x);
- volume.min.y = MIN(volume.min.y, p_points[i].y);
- volume.min.z = MIN(volume.min.z, p_points[i].z);
- volume.max.x = MAX(volume.max.x, p_points[i].x);
- volume.max.y = MAX(volume.max.y, p_points[i].y);
- volume.max.z = MAX(volume.max.z, p_points[i].z);
- }
- }
- const Node **stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
- stack[0] = bvh_root;
- int32_t depth = 1;
- int32_t threshold = ALLOCA_STACK_SIZE - 2;
- LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
- do {
- depth--;
- const Node *n = stack[depth];
- if (n->volume.intersects(volume) && n->volume.intersects_convex(p_planes, p_plane_count, p_points, p_point_count)) {
- if (n->is_internal()) {
- if (depth > threshold) {
- if (aux_stack.is_empty()) {
- aux_stack.resize(ALLOCA_STACK_SIZE * 2);
- memcpy(aux_stack.ptr(), stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
- } else {
- aux_stack.resize(aux_stack.size() * 2);
- }
- stack = aux_stack.ptr();
- threshold = aux_stack.size() - 2;
- }
- stack[depth++] = n->children[0];
- stack[depth++] = n->children[1];
- } else {
- if (r_result(n->data)) {
- return;
- }
- }
- }
- } while (depth > 0);
- }
- template <class QueryResult>
- void DynamicBVH::ray_query(const Vector3 &p_from, const Vector3 &p_to, QueryResult &r_result) {
- if (!bvh_root) {
- return;
- }
- Vector3 ray_dir = (p_to - p_from);
- ray_dir.normalize();
- ///what about division by zero? --> just set rayDirection[i] to INF/B3_LARGE_FLOAT
- Vector3 inv_dir;
- inv_dir[0] = ray_dir[0] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[0];
- inv_dir[1] = ray_dir[1] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[1];
- inv_dir[2] = ray_dir[2] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[2];
- unsigned int signs[3] = { inv_dir[0] < 0.0, inv_dir[1] < 0.0, inv_dir[2] < 0.0 };
- real_t lambda_max = ray_dir.dot(p_to - p_from);
- Vector3 bounds[2];
- const Node **stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
- stack[0] = bvh_root;
- int32_t depth = 1;
- int32_t threshold = ALLOCA_STACK_SIZE - 2;
- LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
- do {
- depth--;
- const Node *node = stack[depth];
- bounds[0] = node->volume.min;
- bounds[1] = node->volume.max;
- real_t tmin = 1.f, lambda_min = 0.f;
- unsigned int result1 = false;
- result1 = _ray_aabb(p_from, inv_dir, signs, bounds, tmin, lambda_min, lambda_max);
- if (result1) {
- if (node->is_internal()) {
- if (depth > threshold) {
- if (aux_stack.is_empty()) {
- aux_stack.resize(ALLOCA_STACK_SIZE * 2);
- memcpy(aux_stack.ptr(), stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
- } else {
- aux_stack.resize(aux_stack.size() * 2);
- }
- stack = aux_stack.ptr();
- threshold = aux_stack.size() - 2;
- }
- stack[depth++] = node->children[0];
- stack[depth++] = node->children[1];
- } else {
- if (r_result(node->data)) {
- return;
- }
- }
- }
- } while (depth > 0);
- }
- #endif // DYNAMIC_BVH_H
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