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/*************************************************************************/
/* dynamic_bvh.h */
/*************************************************************************/
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/* GODOT ENGINE */
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2022-01-03 20:27:34 +00:00
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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# ifndef DYNAMICBVH_H
# define DYNAMICBVH_H
# include "core/math/aabb.h"
# include "core/templates/list.h"
# include "core/templates/local_vector.h"
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# include "core/templates/paged_allocator.h"
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# include "core/typedefs.h"
// Based on bullet Dbvh
/*
Bullet Continuous Collision Detection and Physics Library
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Copyright ( c ) 2003 - 2013 Erwin Coumans http : //bulletphysics.org
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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 {
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Node * node = nullptr ;
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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 ) {
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if ( min [ i ] < b . min [ i ] ) {
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r . min [ i ] = min [ i ] ;
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} else {
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r . min [ i ] = b . min [ i ] ;
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}
if ( max [ i ] > b . max [ i ] ) {
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r . max [ i ] = max [ i ] ;
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} else {
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r . max [ i ] = b . max [ i ] ;
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}
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}
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 ) ) ;
}
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_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 ;
}
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} ;
struct Node {
Volume volume ;
Node * parent = nullptr ;
union {
Node * childs [ 2 ] ;
void * data ;
} ;
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_FORCE_INLINE_ bool is_leaf ( ) const { return childs [ 1 ] = = nullptr ; }
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_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 - > childs [ 1 ] = = this ) ? 1 : 0 ;
}
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void get_max_depth ( int depth , int & maxdepth ) {
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if ( is_internal ( ) ) {
childs [ 0 ] - > get_max_depth ( depth + 1 , maxdepth ) ;
childs [ 1 ] - > get_max_depth ( depth + 1 , maxdepth ) ;
} else {
maxdepth = MAX ( maxdepth , depth ) ;
}
}
//
int count_leaves ( ) const {
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if ( is_internal ( ) ) {
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return childs [ 0 ] - > count_leaves ( ) + childs [ 1 ] - > count_leaves ( ) ;
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} else {
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return ( 1 ) ;
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}
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}
bool is_left_of_axis ( const Vector3 & org , const Vector3 & axis ) const {
return axis . dot ( volume . get_center ( ) - org ) < = 0 ;
}
Node ( ) {
childs [ 0 ] = nullptr ;
childs [ 1 ] = nullptr ;
}
} ;
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PagedAllocator < Node > node_allocator ;
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// Fields
Node * bvh_root = nullptr ;
int lkhd = - 1 ;
int total_leaves = 0 ;
uint32_t opath = 0 ;
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uint32_t index = 0 ;
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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 ;
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if ( ( tmin > tymax ) | | ( tymin > tmax ) ) {
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return false ;
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}
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if ( tymin > tmin ) {
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tmin = tymin ;
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}
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if ( tymax < tmax ) {
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tmax = tymax ;
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}
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tzmin = ( bounds [ raySign [ 2 ] ] . z - rayFrom . z ) * rayInvDirection . z ;
tzmax = ( bounds [ 1 - raySign [ 2 ] ] . z - rayFrom . z ) * rayInvDirection . z ;
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if ( ( tmin > tzmax ) | | ( tzmin > tmax ) ) {
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return false ;
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}
if ( tzmin > tmin ) {
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tmin = tzmin ;
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}
if ( tzmax < tmax ) {
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tmax = tzmax ;
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}
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return ( ( tmin < lambda_max ) & & ( tmax > lambda_min ) ) ;
}
public :
// Methods
void clear ( ) ;
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bool is_empty ( ) const { return ( nullptr = = bvh_root ) ; }
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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 ) ;
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bool update ( const ID & p_id , const AABB & p_box ) ;
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void remove ( const ID & p_id ) ;
void get_elements ( List < ID > * r_elements ) ;
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int get_leaf_count ( ) const ;
int get_max_depth ( ) const ;
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/* 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 >
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_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 >
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_FORCE_INLINE_ void ray_query ( const Vector3 & p_from , const Vector3 & p_to , QueryResult & r_result ) ;
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void set_index ( uint32_t p_index ) ;
uint32_t get_index ( ) const ;
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~ 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 - - ;
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const Node * n = stack [ depth ] ;
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if ( n - > volume . intersects ( volume ) ) {
if ( n - > is_internal ( ) ) {
if ( depth > threshold ) {
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if ( aux_stack . is_empty ( ) ) {
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aux_stack . resize ( ALLOCA_STACK_SIZE * 2 ) ;
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memcpy ( aux_stack . ptr ( ) , stack , ALLOCA_STACK_SIZE * sizeof ( const Node * ) ) ;
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} else {
aux_stack . resize ( aux_stack . size ( ) * 2 ) ;
}
stack = aux_stack . ptr ( ) ;
threshold = aux_stack . size ( ) - 2 ;
}
stack [ depth + + ] = n - > childs [ 0 ] ;
stack [ depth + + ] = n - > childs [ 1 ] ;
} else {
if ( r_result ( n - > data ) ) {
return ;
}
}
}
} while ( depth > 0 ) ;
}
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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 ) {
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if ( aux_stack . is_empty ( ) ) {
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aux_stack . resize ( ALLOCA_STACK_SIZE * 2 ) ;
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memcpy ( aux_stack . ptr ( ) , stack , ALLOCA_STACK_SIZE * sizeof ( const Node * ) ) ;
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} else {
aux_stack . resize ( aux_stack . size ( ) * 2 ) ;
}
stack = aux_stack . ptr ( ) ;
threshold = aux_stack . size ( ) - 2 ;
}
stack [ depth + + ] = n - > childs [ 0 ] ;
stack [ depth + + ] = n - > childs [ 1 ] ;
} else {
if ( r_result ( n - > data ) ) {
return ;
}
}
}
} while ( depth > 0 ) ;
}
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template < class QueryResult >
void DynamicBVH : : ray_query ( const Vector3 & p_from , const Vector3 & p_to , QueryResult & r_result ) {
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if ( ! bvh_root ) {
return ;
}
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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 {
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depth - - ;
const Node * node = stack [ depth ] ;
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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 ) {
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if ( aux_stack . is_empty ( ) ) {
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aux_stack . resize ( ALLOCA_STACK_SIZE * 2 ) ;
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memcpy ( aux_stack . ptr ( ) , stack , ALLOCA_STACK_SIZE * sizeof ( const Node * ) ) ;
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} else {
aux_stack . resize ( aux_stack . size ( ) * 2 ) ;
}
stack = aux_stack . ptr ( ) ;
threshold = aux_stack . size ( ) - 2 ;
}
stack [ depth + + ] = node - > childs [ 0 ] ;
stack [ depth + + ] = node - > childs [ 1 ] ;
} else {
if ( r_result ( node - > data ) ) {
return ;
}
}
}
} while ( depth > 0 ) ;
}
# endif // DYNAMICBVH_H