Merge pull request #44901 from lawnjelly/bvh3

Dynamic BVH for rendering and godot physics [3.2]
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Rémi Verschelde 2021-01-12 14:12:11 +01:00 committed by GitHub
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23 changed files with 3647 additions and 38 deletions

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@ -82,6 +82,19 @@ public:
}
}
// Removes the item copying the last value into the position of the one to
// remove. It's generally faster than `remove`.
void remove_unordered(U p_index) {
ERR_FAIL_INDEX(p_index, count);
count--;
if (count > p_index) {
data[p_index] = data[count];
}
if (!__has_trivial_destructor(T) && !force_trivial) {
data[count].~T();
}
}
void erase(const T &p_val) {
int64_t idx = find(p_val);
if (idx >= 0) {

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core/math/bvh.h Normal file
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/*************************************************************************/
/* bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_H
#define BVH_H
// BVH
// This class provides a wrapper around BVH tree, which contains most of the functionality
// for a dynamic BVH with templated leaf size.
// However BVH also adds facilities for pairing, to maintain compatibility with Godot 3.2.
// Pairing is a collision pairing system, on top of the basic BVH.
#include "bvh_tree.h"
#define BVHTREE_CLASS BVH_Tree<T, 2, MAX_ITEMS, USE_PAIRS>
template <class T, bool USE_PAIRS = false, int MAX_ITEMS = 32>
class BVH_Manager {
public:
// note we are using uint32_t instead of BVHHandle, losing type safety, but this
// is for compatibility with octree
typedef void *(*PairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int);
typedef void (*UnpairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int, void *);
// these 2 are crucial for fine tuning, and can be applied manually
// see the variable declarations for more info.
void params_set_node_expansion(real_t p_value) {
if (p_value >= 0.0) {
tree._node_expansion = p_value;
tree._auto_node_expansion = false;
} else {
tree._auto_node_expansion = true;
}
}
void params_set_pairing_expansion(real_t p_value) {
if (p_value >= 0.0) {
tree._pairing_expansion = p_value;
tree._auto_pairing_expansion = false;
} else {
tree._auto_pairing_expansion = true;
}
}
void set_pair_callback(PairCallback p_callback, void *p_userdata) {
pair_callback = p_callback;
pair_callback_userdata = p_userdata;
}
void set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
unpair_callback = p_callback;
unpair_callback_userdata = p_userdata;
}
BVHHandle create(T *p_userdata, const AABB &p_aabb = AABB(), int p_subindex = 0, bool p_pairable = false, uint32_t p_pairable_type = 0, uint32_t p_pairable_mask = 1) {
#ifdef TOOLS_ENABLED
if (!USE_PAIRS) {
if (p_pairable) {
WARN_PRINT_ONCE("creating pairable item in BVH with USE_PAIRS set to false");
}
}
#endif
BVHHandle h = tree.item_add(p_userdata, p_aabb, p_subindex, p_pairable, p_pairable_type, p_pairable_mask);
if (USE_PAIRS) {
_add_changed_item(h, p_aabb);
}
return h;
}
////////////////////////////////////////////////////
// wrapper versions that use uint32_t instead of handle
// for backward compatibility. Less type safe
void move(uint32_t p_handle, const AABB &p_aabb) {
BVHHandle h;
h.set(p_handle);
move(h, p_aabb);
}
void erase(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
erase(h);
}
void set_pairable(uint32_t p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
BVHHandle h;
h.set(p_handle);
set_pairable(h, p_pairable, p_pairable_type, p_pairable_mask);
}
bool is_pairable(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_is_pairable(h);
}
int get_subindex(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_get_subindex(h);
}
T *get(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_get_userdata(h);
}
////////////////////////////////////////////////////
void move(BVHHandle p_handle, const AABB &p_aabb) {
if (tree.item_move(p_handle, p_aabb)) {
if (USE_PAIRS) {
_add_changed_item(p_handle, p_aabb);
}
}
}
void erase(BVHHandle p_handle) {
// call unpair and remove all references to the item
// before deleting from the tree
if (USE_PAIRS) {
_remove_changed_item(p_handle);
}
tree.item_remove(p_handle);
}
// call e.g. once per frame (this does a trickle optimize)
void update() {
tree.update();
_check_for_collisions();
#ifdef BVH_INTEGRITY_CHECKS
tree.integrity_check_all();
#endif
}
// prefer calling this directly as type safe
void set_pairable(const BVHHandle &p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
// unpair callback if already paired? NYI
tree.item_set_pairable(p_handle, p_pairable, p_pairable_type, p_pairable_mask);
}
// cull tests
int cull_aabb(const AABB &p_aabb, T **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) {
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = p_subindex_array;
params.mask = p_mask;
params.test_pairable_only = false;
params.abb.from(p_aabb);
tree.cull_aabb(params);
return params.result_count_overall;
}
int cull_segment(const Vector3 &p_from, const Vector3 &p_to, T **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) {
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = p_subindex_array;
params.mask = p_mask;
params.segment.from = p_from;
params.segment.to = p_to;
tree.cull_segment(params);
return params.result_count_overall;
}
int cull_point(const Vector3 &p_point, T **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) {
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = p_subindex_array;
params.mask = p_mask;
params.point = p_point;
tree.cull_point(params);
return params.result_count_overall;
}
int cull_convex(const Vector<Plane> &p_convex, T **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF) {
if (!p_convex.size())
return 0;
Vector<Vector3> convex_points = Geometry::compute_convex_mesh_points(&p_convex[0], p_convex.size());
if (convex_points.size() == 0)
return 0;
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = nullptr;
params.mask = p_mask;
params.hull.planes = &p_convex[0];
params.hull.num_planes = p_convex.size();
params.hull.points = &convex_points[0];
params.hull.num_points = convex_points.size();
tree.cull_convex(params);
return params.result_count_overall;
}
private:
// do this after moving etc.
void _check_for_collisions() {
AABB bb;
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = INT_MAX;
params.result_array = nullptr;
params.subindex_array = nullptr;
params.mask = 0xFFFFFFFF;
for (unsigned int n = 0; n < changed_items.size(); n++) {
const BVHHandle &h = changed_items[n];
// use the expanded aabb for pairing
const AABB &expanded_aabb = tree._pairs[h.id()].expanded_aabb;
BVH_ABB abb;
abb.from(expanded_aabb);
// find all the existing paired aabbs that are no longer
// paired, and send callbacks
_find_leavers(h, abb);
uint32_t changed_item_ref_id = h.id();
// set up the test from this item.
// this includes whether to test the non pairable tree,
// and the item mask.
tree.item_fill_cullparams(h, params);
params.abb = abb;
params.result_count_overall = 0; // might not be needed
tree.cull_aabb(params, false);
for (unsigned int i = 0; i < tree._cull_hits.size(); i++) {
uint32_t ref_id = tree._cull_hits[i];
// don't collide against ourself
if (ref_id == changed_item_ref_id)
continue;
#ifdef BVH_CHECKS
// if neither are pairable, they should ignore each other
// THIS SHOULD NEVER HAPPEN .. now we only test the pairable tree
// if the changed item is not pairable
CRASH_COND(params.test_pairable_only && !tree._extra[ref_id].pairable);
#endif
// checkmasks is already done in the cull routine.
BVHHandle h_collidee;
h_collidee.set_id(ref_id);
// find NEW enterers, and send callbacks for them only
_collide(h, h_collidee);
}
}
_reset();
}
public:
void item_get_AABB(BVHHandle p_handle, AABB &r_aabb) {
BVH_ABB abb;
tree.item_get_ABB(p_handle, abb);
abb.to(r_aabb);
}
private:
// supplemental funcs
bool item_is_pairable(BVHHandle p_handle) const { return _get_extra(p_handle).pairable; }
T *item_get_userdata(BVHHandle p_handle) const { return _get_extra(p_handle).userdata; }
int item_get_subindex(BVHHandle p_handle) const { return _get_extra(p_handle).subindex; }
void _unpair(BVHHandle p_from, BVHHandle p_to) {
tree._handle_sort(p_from, p_to);
typename BVHTREE_CLASS::ItemPairs &pairs_from = tree._pairs[p_from.id()];
typename BVHTREE_CLASS::ItemPairs &pairs_to = tree._pairs[p_to.id()];
void *ud_from = pairs_from.remove_pair_to(p_to);
pairs_to.remove_pair_to(p_from);
// callback
if (unpair_callback) {
typename BVHTREE_CLASS::ItemExtra &exa = tree._extra[p_from.id()];
typename BVHTREE_CLASS::ItemExtra &exb = tree._extra[p_to.id()];
unpair_callback(pair_callback_userdata, p_from, exa.userdata, exa.subindex, p_to, exb.userdata, exb.subindex, ud_from);
}
}
// returns true if unpair
bool _find_leavers_process_pair(typename BVHTREE_CLASS::ItemPairs &p_pairs_from, const BVH_ABB &p_abb_from, BVHHandle p_from, BVHHandle p_to) {
BVH_ABB abb_to;
tree.item_get_ABB(p_to, abb_to);
// do they overlap?
if (p_abb_from.intersects(abb_to))
return false;
_unpair(p_from, p_to);
return true;
}
// find all the existing paired aabbs that are no longer
// paired, and send callbacks
void _find_leavers(BVHHandle p_handle, const BVH_ABB &expanded_abb_from) {
typename BVHTREE_CLASS::ItemPairs &p_from = tree._pairs[p_handle.id()];
// opportunity to de-extend pairs, before removing leavers
p_from.update();
BVH_ABB abb_from = expanded_abb_from;
// remove from pairing list for every partner
for (unsigned int n = 0; n < p_from.extended_pairs.size(); n++) {
BVHHandle h_to = p_from.extended_pairs[n].handle;
if (_find_leavers_process_pair(p_from, abb_from, p_handle, h_to)) {
// we need to keep the counter n up to date if we deleted a pair
// as the number of items in p_from.extended_pairs will have decreased by 1
// and we don't want to miss an item
n--;
}
}
}
// find NEW enterers, and send callbacks for them only
// handle a and b
void _collide(BVHHandle p_ha, BVHHandle p_hb) {
// only have to do this oneway, lower ID then higher ID
tree._handle_sort(p_ha, p_hb);
typename BVHTREE_CLASS::ItemPairs &p_from = tree._pairs[p_ha.id()];
typename BVHTREE_CLASS::ItemPairs &p_to = tree._pairs[p_hb.id()];
// does this pair exist already?
// or only check the one with lower number of pairs for greater speed
if (p_from.num_pairs <= p_to.num_pairs) {
if (p_from.contains_pair_to(p_hb))
return;
} else {
if (p_to.contains_pair_to(p_ha))
return;
}
// callback
void *callback_userdata = nullptr;
if (pair_callback) {
const typename BVHTREE_CLASS::ItemExtra &exa = _get_extra(p_ha);
const typename BVHTREE_CLASS::ItemExtra &exb = _get_extra(p_hb);
callback_userdata = pair_callback(pair_callback_userdata, p_ha, exa.userdata, exa.subindex, p_hb, exb.userdata, exb.subindex);
}
// new pair! .. only really need to store the userdata on the lower handle, but both have storage so...
p_from.add_pair_to(p_hb, callback_userdata);
p_to.add_pair_to(p_ha, callback_userdata);
}
// if we remove an item, we need to immediately remove the pairs, to prevent reading the pair after deletion
void _remove_pairs_containing(BVHHandle p_handle) {
typename BVHTREE_CLASS::ItemPairs &p_from = tree._pairs[p_handle.id()];
// remove from pairing list for every partner.
// can't easily use a for loop here, because removing changes the size of the list
while (p_from.extended_pairs.size()) {
BVHHandle h_to = p_from.extended_pairs[0].handle;
_unpair(p_handle, h_to);
}
}
private:
const typename BVHTREE_CLASS::ItemExtra &_get_extra(BVHHandle p_handle) const {
return tree._extra[p_handle.id()];
}
const typename BVHTREE_CLASS::ItemRef &_get_ref(BVHHandle p_handle) const {
return tree._refs[p_handle.id()];
}
void _reset() {
changed_items.clear();
_tick++;
}
void _add_changed_item(BVHHandle p_handle, const AABB &aabb) {
// only if uses pairing
// no .. non pairable items seem to be able to pair with pairable
// aabb check with expanded aabb. This greatly decreases processing
// at the cost of slightly less accurate pairing checks
AABB &expanded_aabb = tree._pairs[p_handle.id()].expanded_aabb;
if (expanded_aabb.encloses(aabb))
return;
uint32_t &last_updated_tick = tree._extra[p_handle.id()].last_updated_tick;
if (last_updated_tick == _tick)
return; // already on changed list
// mark as on list
last_updated_tick = _tick;
// opportunity to de-extend pairs (before collision detection, which will delete then recreate pairs)
// new expanded aabb
expanded_aabb = aabb;
expanded_aabb.grow_by(tree._pairing_expansion);
changed_items.push_back(p_handle);
}
void _remove_changed_item(BVHHandle p_handle) {
// Care has to be taken here for items that are deleted. The ref ID
// could be reused on the same tick for new items. This is probably
// rare but should be taken into consideration
// callbacks
_remove_pairs_containing(p_handle);
// remove from changed items (not very efficient yet)
for (unsigned int n = 0; n < changed_items.size(); n++) {
if (changed_items[n] == p_handle) {
changed_items.remove_unordered(n);
}
}
// reset the last updated tick (may not be necessary but just in case)
tree._extra[p_handle.id()].last_updated_tick = 0;
}
PairCallback pair_callback;
UnpairCallback unpair_callback;
void *pair_callback_userdata;
void *unpair_callback_userdata;
BVHTREE_CLASS tree;
// for collision pairing,
// maintain a list of all items moved etc on each frame / tick
LocalVector<BVHHandle, uint32_t, true> changed_items;
uint32_t _tick;
public:
BVH_Manager() {
_tick = 1; // start from 1 so items with 0 indicate never updated
pair_callback = nullptr;
unpair_callback = nullptr;
pair_callback_userdata = nullptr;
unpair_callback_userdata = nullptr;
}
};
#undef BVHTREE_CLASS
#endif // BVH_H

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/*************************************************************************/
/* bvh_abb.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_ABB_H
#define BVH_ABB_H
// special optimized version of axis aligned bounding box
struct BVH_ABB {
struct ConvexHull {
// convex hulls (optional)
const Plane *planes;
int num_planes;
const Vector3 *points;
int num_points;
};
struct Segment {
Vector3 from;
Vector3 to;
};
enum IntersectResult {
IR_MISS = 0,
IR_PARTIAL,
IR_FULL,
};
// we store mins with a negative value in order to test them with SIMD
Vector3 min;
Vector3 neg_max;
bool operator==(const BVH_ABB &o) const { return (min == o.min) && (neg_max == o.neg_max); }
bool operator!=(const BVH_ABB &o) const { return (*this == o) == false; }
void set(const Vector3 &_min, const Vector3 &_max) {
min = _min;
neg_max = -_max;
}
// to and from standard AABB
void from(const AABB &p_aabb) {
min = p_aabb.position;
neg_max = -(p_aabb.position + p_aabb.size);
}
void to(AABB &r_aabb) const {
r_aabb.position = min;
r_aabb.size = calculate_size();
}
void merge(const BVH_ABB &p_o) {
neg_max.x = MIN(neg_max.x, p_o.neg_max.x);
neg_max.y = MIN(neg_max.y, p_o.neg_max.y);
neg_max.z = MIN(neg_max.z, p_o.neg_max.z);
min.x = MIN(min.x, p_o.min.x);
min.y = MIN(min.y, p_o.min.y);
min.z = MIN(min.z, p_o.min.z);
}
Vector3 calculate_size() const {
return -neg_max - min;
}
Vector3 calculate_centre() const {
return Vector3((calculate_size() * 0.5) + min);
}
real_t get_proximity_to(const BVH_ABB &p_b) const {
const Vector3 d = (min - neg_max) - (p_b.min - p_b.neg_max);
return (Math::abs(d.x) + Math::abs(d.y) + Math::abs(d.z));
}
int select_by_proximity(const BVH_ABB &p_a, const BVH_ABB &p_b) const {
return (get_proximity_to(p_a) < get_proximity_to(p_b) ? 0 : 1);
}
uint32_t find_cutting_planes(const BVH_ABB::ConvexHull &p_hull, uint32_t *p_plane_ids) const {
uint32_t count = 0;
for (int n = 0; n < p_hull.num_planes; n++) {
const Plane &p = p_hull.planes[n];
if (intersects_plane(p)) {
p_plane_ids[count++] = n;
}
}
return count;
}
bool intersects_plane(const Plane &p_p) const {
Vector3 size = calculate_size();
Vector3 half_extents = size * 0.5;
Vector3 ofs = min + half_extents;
// forward side of plane?
Vector3 point_offset(
(p_p.normal.x < 0) ? -half_extents.x : half_extents.x,
(p_p.normal.y < 0) ? -half_extents.y : half_extents.y,
(p_p.normal.z < 0) ? -half_extents.z : half_extents.z);
Vector3 point = point_offset + ofs;
if (!p_p.is_point_over(point))
return false;
point = -point_offset + ofs;
if (p_p.is_point_over(point))
return false;
return true;
}
bool intersects_convex_optimized(const ConvexHull &p_hull, const uint32_t *p_plane_ids, uint32_t p_num_planes) const {
Vector3 size = calculate_size();
Vector3 half_extents = size * 0.5;
Vector3 ofs = min + half_extents;
for (unsigned int i = 0; i < p_num_planes; i++) {
const Plane &p = p_hull.planes[p_plane_ids[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;
}
return true;
}
bool intersects_convex_partial(const ConvexHull &p_hull) const {
AABB bb;
to(bb);
return bb.intersects_convex_shape(p_hull.planes, p_hull.num_planes, p_hull.points, p_hull.num_points);
}
IntersectResult intersects_convex(const ConvexHull &p_hull) const {
if (intersects_convex_partial(p_hull)) {
// fully within? very important for tree checks
if (is_within_convex(p_hull)) {
return IR_FULL;
}
return IR_PARTIAL;
}
return IR_MISS;
}
bool is_within_convex(const ConvexHull &p_hull) const {
// use half extents routine
AABB bb;
to(bb);
return bb.inside_convex_shape(p_hull.planes, p_hull.num_planes);
}
bool is_point_within_hull(const ConvexHull &p_hull, const Vector3 &p_pt) const {
for (int n = 0; n < p_hull.num_planes; n++) {
if (p_hull.planes[n].distance_to(p_pt) > 0.0f)
return false;
}
return true;
}
bool intersects_segment(const Segment &p_s) const {
AABB bb;
to(bb);
return bb.intersects_segment(p_s.from, p_s.to);
}
bool intersects_point(const Vector3 &p_pt) const {
if (_vector3_any_lessthan(-p_pt, neg_max)) return false;
if (_vector3_any_lessthan(p_pt, min)) return false;
return true;
}
bool intersects(const BVH_ABB &p_o) const {
if (_vector3_any_morethan(p_o.min, -neg_max)) return false;
if (_vector3_any_morethan(min, -p_o.neg_max)) return false;
return true;
}
bool is_other_within(const BVH_ABB &p_o) const {
if (_vector3_any_lessthan(p_o.neg_max, neg_max)) return false;
if (_vector3_any_lessthan(p_o.min, min)) return false;
return true;
}
void grow(const Vector3 &p_change) {
neg_max -= p_change;
min -= p_change;
}
void expand(real_t p_change) {
grow(Vector3(p_change, p_change, p_change));
}
float get_area() const // actually surface area metric
{
Vector3 d = calculate_size();
return 2.0f * (d.x * d.y + d.y * d.z + d.z * d.x);
}
void set_to_max_opposite_extents() {
neg_max = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
min = neg_max;
}
bool _vector3_any_morethan(const Vector3 &p_a, const Vector3 &p_b) const {
if (p_a.x > p_b.x) return true;
if (p_a.y > p_b.y) return true;
if (p_a.z > p_b.z) return true;
return false;
}
bool _vector3_any_lessthan(const Vector3 &p_a, const Vector3 &p_b) const {
if (p_a.x < p_b.x) return true;
if (p_a.y < p_b.y) return true;
if (p_a.z < p_b.z) return true;
return false;
}
};
#endif // BVH_ABB_H

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public:
// cull parameters is a convenient way of passing a bunch
// of arguments through the culling functions without
// writing loads of code. Not all members are used for some cull checks
struct CullParams {
int result_count_overall; // both trees
int result_count; // this tree only
int result_max;
T **result_array;
int *subindex_array;
uint32_t mask;
// optional components for different tests
Vector3 point;
BVH_ABB abb;
typename BVH_ABB::ConvexHull hull;
typename BVH_ABB::Segment segment;
// when collision testing, non pairable moving items
// only need to be tested against the pairable tree.
// collisions with other non pairable items are irrelevant.
bool test_pairable_only;
};
private:
void _cull_translate_hits(CullParams &p) {
int num_hits = _cull_hits.size();
int left = p.result_max - p.result_count_overall;
if (num_hits > left)
num_hits = left;
int out_n = p.result_count_overall;
for (int n = 0; n < num_hits; n++) {
uint32_t ref_id = _cull_hits[n];
const ItemExtra &ex = _extra[ref_id];
p.result_array[out_n] = ex.userdata;
if (p.subindex_array)
p.subindex_array[out_n] = ex.subindex;
out_n++;
}
p.result_count = num_hits;
p.result_count_overall += num_hits;
}
public:
int cull_convex(CullParams &r_params, bool p_translate_hits = true) {
_cull_hits.clear();
r_params.result_count = 0;
for (int n = 0; n < NUM_TREES; n++) {
if (_root_node_id[n] == BVHCommon::INVALID)
continue;
_cull_convex_iterative(_root_node_id[n], r_params);
}
if (p_translate_hits)
_cull_translate_hits(r_params);
return r_params.result_count;
}
int cull_segment(CullParams &r_params, bool p_translate_hits = true) {
_cull_hits.clear();
r_params.result_count = 0;
for (int n = 0; n < NUM_TREES; n++) {
if (_root_node_id[n] == BVHCommon::INVALID)
continue;
_cull_segment_iterative(_root_node_id[n], r_params);
}
if (p_translate_hits)
_cull_translate_hits(r_params);
return r_params.result_count;
}
int cull_point(CullParams &r_params, bool p_translate_hits = true) {
_cull_hits.clear();
r_params.result_count = 0;
for (int n = 0; n < NUM_TREES; n++) {
if (_root_node_id[n] == BVHCommon::INVALID)
continue;
_cull_point_iterative(_root_node_id[n], r_params);
}
if (p_translate_hits)
_cull_translate_hits(r_params);
return r_params.result_count;
}
int cull_aabb(CullParams &r_params, bool p_translate_hits = true) {
_cull_hits.clear();
r_params.result_count = 0;
for (int n = 0; n < NUM_TREES; n++) {
if (_root_node_id[n] == BVHCommon::INVALID)
continue;
if ((n == 0) && r_params.test_pairable_only)
continue;
_cull_aabb_iterative(_root_node_id[n], r_params);
}
if (p_translate_hits)
_cull_translate_hits(r_params);
return r_params.result_count;
}
bool _cull_hits_full(const CullParams &p) {
// instead of checking every hit, we can do a lazy check for this condition.
// it isn't a problem if we write too much _cull_hits because they only the
// result_max amount will be translated and outputted. But we might as
// well stop our cull checks after the maximum has been reached.
return (int)_cull_hits.size() >= p.result_max;
}
void _cull_hit(uint32_t p_ref_id, CullParams &p) {
// take into account masks etc
// this would be more efficient to do before plane checks,
// but done here for ease to get started
if (USE_PAIRS) {
const ItemExtra &ex = _extra[p_ref_id];
if (!(p.mask & ex.pairable_type))
return;
}
_cull_hits.push_back(p_ref_id);
}
bool _cull_segment_iterative(uint32_t p_node_id, CullParams &r_params) {
// our function parameters to keep on a stack
struct CullSegParams {
uint32_t node_id;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<CullSegParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (CullSegParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
CullSegParams csp;
// while there are still more nodes on the stack
while (ii.pop(csp)) {
TNode &tnode = _nodes[csp.node_id];
if (tnode.is_leaf()) {
// lazy check for hits full up condition
if (_cull_hits_full(r_params)) {
return false;
}
TLeaf &leaf = _node_get_leaf(tnode);
// test children individually
for (int n = 0; n < leaf.num_items; n++) {
const BVH_ABB &aabb = leaf.get_aabb(n);
if (aabb.intersects_segment(r_params.segment)) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
}
} else {
// test children individually
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
const BVH_ABB &child_abb = _nodes[child_id].aabb;
if (child_abb.intersects_segment(r_params.segment)) {
// add to the stack
CullSegParams *child = ii.request();
child->node_id = child_id;
}
}
}
} // while more nodes to pop
// true indicates results are not full
return true;
}
bool _cull_point_iterative(uint32_t p_node_id, CullParams &r_params) {
// our function parameters to keep on a stack
struct CullPointParams {
uint32_t node_id;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<CullPointParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (CullPointParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
CullPointParams cpp;
// while there are still more nodes on the stack
while (ii.pop(cpp)) {
TNode &tnode = _nodes[cpp.node_id];
// no hit with this node?
if (!tnode.aabb.intersects_point(r_params.point))
continue;
if (tnode.is_leaf()) {
// lazy check for hits full up condition
if (_cull_hits_full(r_params)) {
return false;
}
TLeaf &leaf = _node_get_leaf(tnode);
// test children individually
for (int n = 0; n < leaf.num_items; n++) {
if (leaf.get_aabb(n).intersects_point(r_params.point)) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
}
} else {
// test children individually
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
// add to the stack
CullPointParams *child = ii.request();
child->node_id = child_id;
}
}
} // while more nodes to pop
// true indicates results are not full
return true;
}
bool _cull_aabb_iterative(uint32_t p_node_id, CullParams &r_params, bool p_fully_within = false) {
// our function parameters to keep on a stack
struct CullAABBParams {
uint32_t node_id;
bool fully_within;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<CullAABBParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (CullAABBParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
ii.get_first()->fully_within = p_fully_within;
CullAABBParams cap;
// while there are still more nodes on the stack
while (ii.pop(cap)) {
TNode &tnode = _nodes[cap.node_id];
if (tnode.is_leaf()) {
// lazy check for hits full up condition
if (_cull_hits_full(r_params)) {
return false;
}
TLeaf &leaf = _node_get_leaf(tnode);
// if fully within we can just add all items
// as long as they pass mask checks
if (cap.fully_within) {
for (int n = 0; n < leaf.num_items; n++) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
} else {
for (int n = 0; n < leaf.num_items; n++) {
const BVH_ABB &aabb = leaf.get_aabb(n);
if (aabb.intersects(r_params.abb)) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
}
} // not fully within
} else {
if (!cap.fully_within) {
// test children individually
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
const BVH_ABB &child_abb = _nodes[child_id].aabb;
if (child_abb.intersects(r_params.abb)) {
// is the node totally within the aabb?
bool fully_within = r_params.abb.is_other_within(child_abb);
// add to the stack
CullAABBParams *child = ii.request();
// should always return valid child
child->node_id = child_id;
child->fully_within = fully_within;
}
}
} else {
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
// add to the stack
CullAABBParams *child = ii.request();
// should always return valid child
child->node_id = child_id;
child->fully_within = true;
}
}
}
} // while more nodes to pop
// true indicates results are not full
return true;
}
// returns full up with results
bool _cull_convex_iterative(uint32_t p_node_id, CullParams &r_params, bool p_fully_within = false) {
// our function parameters to keep on a stack
struct CullConvexParams {
uint32_t node_id;
bool fully_within;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<CullConvexParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (CullConvexParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
ii.get_first()->fully_within = p_fully_within;
// preallocate these as a once off to be reused
uint32_t max_planes = r_params.hull.num_planes;
uint32_t *plane_ids = (uint32_t *)alloca(sizeof(uint32_t) * max_planes);
CullConvexParams ccp;
// while there are still more nodes on the stack
while (ii.pop(ccp)) {
const TNode &tnode = _nodes[ccp.node_id];
if (!ccp.fully_within) {
typename BVH_ABB::IntersectResult res = tnode.aabb.intersects_convex(r_params.hull);
switch (res) {
default: {
continue; // miss, just move on to the next node in the stack
} break;
case BVH_ABB::IR_PARTIAL: {
} break;
case BVH_ABB::IR_FULL: {
ccp.fully_within = true;
} break;
}
} // if not fully within already
if (tnode.is_leaf()) {
// lazy check for hits full up condition
if (_cull_hits_full(r_params)) {
return false;
}
const TLeaf &leaf = _node_get_leaf(tnode);
// if fully within, simply add all items to the result
// (taking into account masks)
if (ccp.fully_within) {
for (int n = 0; n < leaf.num_items; n++) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
} else {
// we can either use a naive check of all the planes against the AABB,
// or an optimized check, which finds in advance which of the planes can possibly
// cut the AABB, and only tests those. This can be much faster.
#define BVH_CONVEX_CULL_OPTIMIZED
#ifdef BVH_CONVEX_CULL_OPTIMIZED
// first find which planes cut the aabb
uint32_t num_planes = tnode.aabb.find_cutting_planes(r_params.hull, plane_ids);
BVH_ASSERT(num_planes <= max_planes);
//#define BVH_CONVEX_CULL_OPTIMIZED_RIGOR_CHECK
#ifdef BVH_CONVEX_CULL_OPTIMIZED_RIGOR_CHECK
// rigorous check
uint32_t results[MAX_ITEMS];
uint32_t num_results = 0;
#endif
// test children individually
for (int n = 0; n < leaf.num_items; n++) {
//const Item &item = leaf.get_item(n);
const BVH_ABB &aabb = leaf.get_aabb(n);
if (aabb.intersects_convex_optimized(r_params.hull, plane_ids, num_planes)) {
uint32_t child_id = leaf.get_item_ref_id(n);
#ifdef BVH_CONVEX_CULL_OPTIMIZED_RIGOR_CHECK
results[num_results++] = child_id;
#endif
// register hit
_cull_hit(child_id, r_params);
}
}
#ifdef BVH_CONVEX_CULL_OPTIMIZED_RIGOR_CHECK
uint32_t test_count = 0;
for (int n = 0; n < leaf.num_items; n++) {
const BVH_ABB &aabb = leaf.get_aabb(n);
if (aabb.intersects_convex_partial(r_params.hull)) {
uint32_t child_id = leaf.get_item_ref_id(n);
CRASH_COND(child_id != results[test_count++]);
CRASH_COND(test_count > num_results);
}
}
#endif
#else
// not BVH_CONVEX_CULL_OPTIMIZED
// test children individually
for (int n = 0; n < leaf.num_items; n++) {
const BVH_ABB &aabb = leaf.get_aabb(n);
if (aabb.intersects_convex_partial(r_params.hull)) {
uint32_t child_id = leaf.get_item_ref_id(n);
// full up with results? exit early, no point in further testing
if (!_cull_hit(child_id, r_params))
return false;
}
}
#endif // BVH_CONVEX_CULL_OPTIMIZED
} // if not fully within
} else {
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
// add to the stack
CullConvexParams *child = ii.request();
// should always return valid child
child->node_id = child_id;
child->fully_within = ccp.fully_within;
}
}
} // while more nodes to pop
// true indicates results are not full
return true;
}

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public:
#ifdef BVH_VERBOSE
void _debug_recursive_print_tree(int p_tree_id) const {
if (_root_node_id[p_tree_id] != BVHCommon::INVALID)
_debug_recursive_print_tree_node(_root_node_id[p_tree_id]);
}
String _debug_aabb_to_string(const BVH_ABB &aabb) const {
String sz = "(";
sz += itos(-aabb.neg_min.x);
sz += " ~ ";
sz += itos(aabb.max.x);
sz += ") (";
sz += itos(-aabb.neg_min.y);
sz += " ~ ";
sz += itos(aabb.max.y);
sz += ") (";
sz += itos(-aabb.neg_min.z);
sz += " ~ ";
sz += itos(aabb.max.z);
sz += ") ";
Vector3 size = aabb.calculate_size();
float vol = size.x * size.y * size.z;
sz += "vol " + itos(vol);
return sz;
}
void _debug_recursive_print_tree_node(uint32_t p_node_id, int depth = 0) const {
const TNode &tnode = _nodes[p_node_id];
String sz = "";
for (int n = 0; n < depth; n++) {
sz += "\t";
}
sz += itos(p_node_id);
if (tnode.is_leaf()) {
sz += " L";
sz += itos(tnode.height) + " ";
const TLeaf *leaf = node_get_leaf(tnode);
sz += "[";
for (int n = 0; n < leaf->num_items; n++) {
if (n)
sz += ", ";
sz += "r";
sz += itos(leaf->get_item_ref_id(n));
}
sz += "] ";
} else {
sz += " N";
sz += itos(tnode.height) + " ";
}
sz += _debug_aabb_to_string(tnode.aabb);
print_line(sz);
if (!tnode.is_leaf()) {
for (int n = 0; n < tnode.num_children; n++) {
_debug_recursive_print_tree_node(tnode.children[n], depth + 1);
}
}
}
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void _integrity_check_all() {
#ifdef BVH_INTEGRITY_CHECKS
for (int n = 0; n < NUM_TREES; n++) {
uint32_t root = _root_node_id[n];
if (root != BVHCommon::INVALID) {
_integrity_check_down(root);
}
}
#endif
}
void _integrity_check_up(uint32_t p_node_id) {
TNode &node = _nodes[p_node_id];
BVH_ABB abb = node.aabb;
node_update_aabb(node);
BVH_ABB abb2 = node.aabb;
abb2.expand(-_node_expansion);
CRASH_COND(!abb.is_other_within(abb2));
}
void _integrity_check_down(uint32_t p_node_id) {
const TNode &node = _nodes[p_node_id];
if (node.is_leaf()) {
_integrity_check_up(p_node_id);
} else {
CRASH_COND(node.num_children != 2);
for (int n = 0; n < node.num_children; n++) {
uint32_t child_id = node.children[n];
// check the children parent pointers are correct
TNode &child = _nodes[child_id];
CRASH_COND(child.parent_id != p_node_id);
_integrity_check_down(child_id);
}
}
}

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// for slow incremental optimization, we will periodically remove each
// item from the tree and reinsert, to give it a chance to find a better position
void _logic_item_remove_and_reinsert(uint32_t p_ref_id) {
// get the reference
ItemRef &ref = _refs[p_ref_id];
// special case of debug draw
if (ref.item_id == BVHCommon::INVALID)
return;
BVH_ASSERT(ref.tnode_id != BVHCommon::INVALID);
// some overlay elaborate way to find out which tree the node is in!
BVHHandle temp_handle;
temp_handle.set_id(p_ref_id);
_current_tree = _handle_get_tree_id(temp_handle);
// remove and reinsert
BVH_ABB abb;
node_remove_item(p_ref_id, &abb);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[_current_tree], abb);
_node_add_item(ref.tnode_id, p_ref_id, abb);
refit_upward_and_balance(ref.tnode_id);
}
// from randy gaul balance function
BVH_ABB _logic_abb_merge(const BVH_ABB &a, const BVH_ABB &b) {
BVH_ABB c = a;
c.merge(b);
return c;
}
//--------------------------------------------------------------------------------------------------
/**
@file q3DynamicAABBTree.h
@author Randy Gaul
@date 10/10/2014
Copyright (c) 2014 Randy Gaul http://www.randygaul.net
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.
*/
//--------------------------------------------------------------------------------------------------
// This function is based on the 'Balance' function from Randy Gaul's qu3e
// https://github.com/RandyGaul/qu3e
// It is MODIFIED from qu3e version.
// This is the only function used (and _logic_abb_merge helper function).
int32_t _logic_balance(int32_t iA) {
// return iA; // uncomment this to bypass balance
TNode *A = &_nodes[iA];
if (A->is_leaf() || A->height == 1)
return iA;
/* A
/ \
B C
/ \ / \
D E F G
*/
CRASH_COND(A->num_children != 2);
int32_t iB = A->children[0];
int32_t iC = A->children[1];
TNode *B = &_nodes[iB];
TNode *C = &_nodes[iC];
int32_t balance = C->height - B->height;
// C is higher, promote C
if (balance > 1) {
int32_t iF = C->children[0];
int32_t iG = C->children[1];
TNode *F = &_nodes[iF];
TNode *G = &_nodes[iG];
// grandParent point to C
if (A->parent_id != BVHCommon::INVALID) {
if (_nodes[A->parent_id].children[0] == iA)
_nodes[A->parent_id].children[0] = iC;
else
_nodes[A->parent_id].children[1] = iC;
} else {
// check this .. seems dodgy
change_root_node(iC);
}
// Swap A and C
C->children[0] = iA;
C->parent_id = A->parent_id;
A->parent_id = iC;
// Finish rotation
if (F->height > G->height) {
C->children[1] = iF;
A->children[1] = iG;
G->parent_id = iA;
A->aabb = _logic_abb_merge(B->aabb, G->aabb);
C->aabb = _logic_abb_merge(A->aabb, F->aabb);
A->height = 1 + MAX(B->height, G->height);
C->height = 1 + MAX(A->height, F->height);
}
else {
C->children[1] = iG;
A->children[1] = iF;
F->parent_id = iA;
A->aabb = _logic_abb_merge(B->aabb, F->aabb);
C->aabb = _logic_abb_merge(A->aabb, G->aabb);
A->height = 1 + MAX(B->height, F->height);
C->height = 1 + MAX(A->height, G->height);
}
return iC;
}
// B is higher, promote B
else if (balance < -1) {
int32_t iD = B->children[0];
int32_t iE = B->children[1];
TNode *D = &_nodes[iD];
TNode *E = &_nodes[iE];
// grandParent point to B
if (A->parent_id != BVHCommon::INVALID) {
if (_nodes[A->parent_id].children[0] == iA)
_nodes[A->parent_id].children[0] = iB;
else
_nodes[A->parent_id].children[1] = iB;
}
else {
// check this .. seems dodgy
change_root_node(iB);
}
// Swap A and B
B->children[1] = iA;
B->parent_id = A->parent_id;
A->parent_id = iB;
// Finish rotation
if (D->height > E->height) {
B->children[0] = iD;
A->children[0] = iE;
E->parent_id = iA;
A->aabb = _logic_abb_merge(C->aabb, E->aabb);
B->aabb = _logic_abb_merge(A->aabb, D->aabb);
A->height = 1 + MAX(C->height, E->height);
B->height = 1 + MAX(A->height, D->height);
}
else {
B->children[0] = iE;
A->children[0] = iD;
D->parent_id = iA;
A->aabb = _logic_abb_merge(C->aabb, D->aabb);
B->aabb = _logic_abb_merge(A->aabb, E->aabb);
A->height = 1 + MAX(C->height, D->height);
B->height = 1 + MAX(A->height, E->height);
}
return iB;
}
return iA;
}
// either choose an existing node to add item to, or create a new node and return this
uint32_t _logic_choose_item_add_node(uint32_t p_node_id, const BVH_ABB &p_aabb) {
while (true) {
BVH_ASSERT(p_node_id != BVHCommon::INVALID);
TNode &tnode = _nodes[p_node_id];
if (tnode.is_leaf()) {
// if a leaf, and non full, use this to add to
if (!node_is_leaf_full(tnode))
return p_node_id;
// else split the leaf, and use one of the children to add to
return split_leaf(p_node_id, p_aabb);
}
// this should not happen???
// is still happening, need to debug and find circumstances. Is not that serious
// but would be nice to prevent. I think it only happens with the root node.
if (tnode.num_children == 1) {
WARN_PRINT_ONCE("BVH::recursive_choose_item_add_node, node with 1 child, recovering");
p_node_id = tnode.children[0];
} else {
BVH_ASSERT(tnode.num_children == 2);
TNode &childA = _nodes[tnode.children[0]];
TNode &childB = _nodes[tnode.children[1]];
int which = p_aabb.select_by_proximity(childA.aabb, childB.aabb);
p_node_id = tnode.children[which];
}
}
}

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int _handle_get_tree_id(BVHHandle p_handle) const {
if (USE_PAIRS) {
int tree = 0;
if (_extra[p_handle.id()].pairable)
tree = 1;
return tree;
}
return 0;
}
public:
void _handle_sort(BVHHandle &p_ha, BVHHandle &p_hb) const {
if (p_ha.id() > p_hb.id()) {
BVHHandle temp = p_hb;
p_hb = p_ha;
p_ha = temp;
}
}
private:
void create_root_node(int p_tree) {
// if there is no root node, create one
if (_root_node_id[p_tree] == BVHCommon::INVALID) {
uint32_t root_node_id;
TNode *node = _nodes.request(root_node_id);
node->clear();
_root_node_id[p_tree] = root_node_id;
// make the root node a leaf
uint32_t leaf_id;
TLeaf *leaf = _leaves.request(leaf_id);
leaf->clear();
node->neg_leaf_id = -(int)leaf_id;
}
}
bool node_is_leaf_full(TNode &tnode) const {
const TLeaf &leaf = _node_get_leaf(tnode);
return leaf.is_full();
}
public:
TLeaf &_node_get_leaf(TNode &tnode) {
BVH_ASSERT(tnode.is_leaf());
return _leaves[tnode.get_leaf_id()];
}
const TLeaf &_node_get_leaf(const TNode &tnode) const {
BVH_ASSERT(tnode.is_leaf());
return _leaves[tnode.get_leaf_id()];
}
private:

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public:
// note .. maybe this can be attached to another node structure?
// depends which works best for cache.
struct ItemPairs {
struct Link {
void set(BVHHandle h, void *ud) {
handle = h;
userdata = ud;
}
BVHHandle handle;
void *userdata;
};
void clear() {
num_pairs = 0;
extended_pairs.reset();
}
AABB expanded_aabb;
// maybe we can just use the number in the vector TODO
int32_t num_pairs;
LocalVector<Link> extended_pairs;
void add_pair_to(BVHHandle h, void *p_userdata) {
Link temp;
temp.set(h, p_userdata);
extended_pairs.push_back(temp);
num_pairs++;
}
uint32_t find_pair_to(BVHHandle h) const {
for (int n = 0; n < num_pairs; n++) {
if (extended_pairs[n].handle == h) {
return n;
}
}
return -1;
}
bool contains_pair_to(BVHHandle h) const {
return find_pair_to(h) != BVHCommon::INVALID;
}
// return success
void *remove_pair_to(BVHHandle h) {
void *userdata = nullptr;
for (int n = 0; n < num_pairs; n++) {
if (extended_pairs[n].handle == h) {
userdata = extended_pairs[n].userdata;
extended_pairs.remove_unordered(n);
num_pairs--;
break;
}
}
return userdata;
}
void update() {
}
};

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public:
BVHHandle item_add(T *p_userdata, const AABB &p_aabb, int32_t p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask, bool p_invisible = false) {
#ifdef BVH_VERBOSE_TREE
VERBOSE_PRINT("\nitem_add BEFORE");
_recursive_print_tree();
VERBOSE_PRINT("\n");
#endif
BVH_ABB abb;
abb.from(p_aabb);
// handle to be filled with the new item ref
BVHHandle handle;
// ref id easier to pass around than handle
uint32_t ref_id;
// this should never fail
ItemRef *ref = _refs.request(ref_id);
// the extra data should be parallel list to the references
uint32_t extra_id;
ItemExtra *extra = _extra.request(extra_id);
BVH_ASSERT(extra_id == ref_id);
// pairs info
if (USE_PAIRS) {
uint32_t pairs_id;
ItemPairs *pairs = _pairs.request(pairs_id);
pairs->clear();
BVH_ASSERT(pairs_id == ref_id);
}
extra->subindex = p_subindex;
extra->userdata = p_userdata;
extra->last_updated_tick = 0;
// add an active reference to the list for slow incremental optimize
// this list must be kept in sync with the references as they are added or removed.
extra->active_ref_id = _active_refs.size();
_active_refs.push_back(ref_id);
if (USE_PAIRS) {
extra->pairable_mask = p_pairable_mask;
extra->pairable_type = p_pairable_type;
extra->pairable = p_pairable;
} else {
// just for safety, in case this gets queried etc
extra->pairable = 0;
p_pairable = false;
}
// assign to handle to return
handle.set_id(ref_id);
_current_tree = 0;
if (p_pairable)
_current_tree = 1;
create_root_node(_current_tree);
// we must choose where to add to tree
ref->tnode_id = _logic_choose_item_add_node(_root_node_id[_current_tree], abb);
bool refit = _node_add_item(ref->tnode_id, ref_id, abb);
if (refit) {
// only need to refit from the parent
const TNode &add_node = _nodes[ref->tnode_id];
if (add_node.parent_id != BVHCommon::INVALID)
refit_upward_and_balance(add_node.parent_id);
}
#ifdef BVH_VERBOSE
// memory use
int mem = _refs.estimate_memory_use();
mem += _nodes.estimate_memory_use();
String sz = _debug_aabb_to_string(abb);
VERBOSE_PRINT("\titem_add [" + itos(ref_id) + "] " + itos(_refs.size()) + " refs,\t" + itos(_nodes.size()) + " nodes " + sz);
VERBOSE_PRINT("mem use : " + itos(mem) + ", num nodes : " + itos(_nodes.size()));
#endif
return handle;
}
void _debug_print_refs() {
#ifdef BVH_VERBOSE_TREE
print_line("refs.....");
for (int n = 0; n < _refs.size(); n++) {
const ItemRef &ref = _refs[n];
print_line("tnode_id " + itos(ref.tnode_id) + ", item_id " + itos(ref.item_id));
}
#endif
}
// returns false if noop
bool item_move(BVHHandle p_handle, const AABB &p_aabb) {
uint32_t ref_id = p_handle.id();
BVH_ABB abb;
abb.from(p_aabb);
// get the reference
ItemRef &ref = _refs[ref_id];
BVH_ASSERT(ref.tnode_id != BVHCommon::INVALID);
TNode &tnode = _nodes[ref.tnode_id];
// does it fit within the current aabb?
if (tnode.aabb.is_other_within(abb)) {
// do nothing .. fast path .. not moved enough to need refit
// however we WILL update the exact aabb in the leaf, as this will be needed
// for accurate collision detection
TLeaf &leaf = _node_get_leaf(tnode);
leaf.get_aabb(ref.item_id) = abb;
_integrity_check_all();
return true;
}
_current_tree = _handle_get_tree_id(p_handle);
// remove and reinsert
node_remove_item(ref_id);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[_current_tree], abb);
// add to the tree
bool needs_refit = _node_add_item(ref.tnode_id, ref_id, abb);
// only need to refit from the PARENT
if (needs_refit) {
// only need to refit from the parent
const TNode &add_node = _nodes[ref.tnode_id];
if (add_node.parent_id != BVHCommon::INVALID)
// not sure we need to rebalance all the time, this can be done less often
refit_upward(add_node.parent_id);
//refit_upward_and_balance(add_node.parent_id);
}
return true;
}
void item_remove(BVHHandle p_handle) {
uint32_t ref_id = p_handle.id();
_current_tree = _handle_get_tree_id(p_handle);
VERBOSE_PRINT("item_remove [" + itos(ref_id) + "] ");
////////////////////////////////////////
// remove the active reference from the list for slow incremental optimize
// this list must be kept in sync with the references as they are added or removed.
uint32_t active_ref_id = _extra[ref_id].active_ref_id;
uint32_t ref_id_moved_back = _active_refs[_active_refs.size() - 1];
// swap back and decrement for fast unordered remove
_active_refs[active_ref_id] = ref_id_moved_back;
_active_refs.resize(_active_refs.size() - 1);
// keep the moved active reference up to date
_extra[ref_id_moved_back].active_ref_id = active_ref_id;
////////////////////////////////////////
// remove the item from the node
node_remove_item(ref_id);
// remove the item reference
_refs.free(ref_id);
_extra.free(ref_id);
if (USE_PAIRS) {
_pairs.free(ref_id);
}
// don't think refit_all is necessary?
//refit_all(_current_tree);
#ifdef BVH_VERBOSE_TREE
_recursive_print_tree(tree_id);
#endif
}
// during collision testing, we want to set the mask and whether pairable for the item testing from
void item_fill_cullparams(BVHHandle p_handle, CullParams &r_params) const {
uint32_t ref_id = p_handle.id();
const ItemExtra &extra = _extra[ref_id];
// testing from a non pairable item, we only want to test pairable items
r_params.test_pairable_only = extra.pairable == 0;
// we take into account the mask of the item testing from
r_params.mask = extra.pairable_mask;
}
bool item_is_pairable(const BVHHandle &p_handle) {
uint32_t ref_id = p_handle.id();
const ItemExtra &extra = _extra[ref_id];
return extra.pairable != 0;
}
void item_get_ABB(const BVHHandle &p_handle, BVH_ABB &r_abb) {
// change tree?
uint32_t ref_id = p_handle.id();
const ItemRef &ref = _refs[ref_id];
TNode &tnode = _nodes[ref.tnode_id];
TLeaf &leaf = _node_get_leaf(tnode);
r_abb = leaf.get_aabb(ref.item_id);
}
void item_set_pairable(const BVHHandle &p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
// change tree?
uint32_t ref_id = p_handle.id();
ItemExtra &ex = _extra[ref_id];
ItemRef &ref = _refs[ref_id];
ex.pairable_type = p_pairable_type;
ex.pairable_mask = p_pairable_mask;
if ((ex.pairable != 0) != p_pairable) {
// record abb
TNode &tnode = _nodes[ref.tnode_id];
TLeaf &leaf = _node_get_leaf(tnode);
BVH_ABB abb = leaf.get_aabb(ref.item_id);
// make sure current tree is correct prior to changing
_current_tree = _handle_get_tree_id(p_handle);
// remove from old tree
node_remove_item(ref_id);
ex.pairable = p_pairable;
// add to new tree
_current_tree = _handle_get_tree_id(p_handle);
create_root_node(_current_tree);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[_current_tree], abb);
bool needs_refit = _node_add_item(ref.tnode_id, ref_id, abb);
// only need to refit from the PARENT
if (needs_refit) {
// only need to refit from the parent
const TNode &add_node = _nodes[ref.tnode_id];
if (add_node.parent_id != BVHCommon::INVALID)
refit_upward_and_balance(add_node.parent_id);
}
}
}
void incremental_optimize() {
// first update all aabbs as one off step..
// this is cheaper than doing it on each move as each leaf may get touched multiple times
// in a frame.
for (int n = 0; n < NUM_TREES; n++) {
if (_root_node_id[n] != BVHCommon::INVALID)
refit_branch(_root_node_id[n]);
}
// now do small section reinserting to get things moving
// gradually, and keep items in the right leaf
if (_current_active_ref >= _active_refs.size()) {
_current_active_ref = 0;
}
// special case
if (!_active_refs.size())
return;
uint32_t ref_id = _active_refs[_current_active_ref++];
_logic_item_remove_and_reinsert(ref_id);
#ifdef BVH_VERBOSE
// memory use
int mem_refs = _refs.estimate_memory_use();
int mem_nodes = _nodes.estimate_memory_use();
int mem_leaves = _leaves.estimate_memory_use();
String sz;
sz += "mem_refs : " + itos(mem_refs) + " ";
sz += "mem_nodes : " + itos(mem_nodes) + " ";
sz += "mem_leaves : " + itos(mem_leaves) + " ";
sz += ", num nodes : " + itos(_nodes.size());
print_line(sz);
#endif
}
void update() {
incremental_optimize();
// keep the expansion values up to date with the world bound
//#define BVH_ALLOW_AUTO_EXPANSION
#ifdef BVH_ALLOW_AUTO_EXPANSION
if (_auto_node_expansion || _auto_pairing_expansion) {
BVH_ABB world_bound;
world_bound.set_to_max_opposite_extents();
bool bound_valid = false;
for (int n = 0; n < NUM_TREES; n++) {
uint32_t node_id = _root_node_id[n];
if (node_id != BVHCommon::INVALID) {
world_bound.merge(_nodes[node_id].aabb);
bound_valid = true;
}
}
// if there are no nodes, do nothing, but if there are...
if (bound_valid) {
AABB bb;
world_bound.to(bb);
real_t size = bb.get_longest_axis_size();
// automatic AI decision for best parameters.
// These can be overridden in project settings.
// these magic numbers are determined by experiment
if (_auto_node_expansion) {
_node_expansion = size * 0.025;
}
if (_auto_pairing_expansion) {
_pairing_expansion = size * 0.009;
}
}
}
#endif
}

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void _debug_node_verify_bound(uint32_t p_node_id) {
TNode &node = _nodes[p_node_id];
BVH_ABB abb_before = node.aabb;
node_update_aabb(node);
BVH_ABB abb_after = node.aabb;
CRASH_COND(abb_before != abb_after);
}
void node_update_aabb(TNode &tnode) {
tnode.aabb.set_to_max_opposite_extents();
tnode.height = 0;
if (!tnode.is_leaf()) {
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_node_id = tnode.children[n];
// merge with child aabb
const TNode &tchild = _nodes[child_node_id];
tnode.aabb.merge(tchild.aabb);
// do heights at the same time
if (tchild.height > tnode.height)
tnode.height = tchild.height;
}
// the height of a non leaf is always 1 bigger than the biggest child
tnode.height++;
#ifdef BVH_CHECKS
if (!tnode.num_children) {
// the 'blank' aabb will screw up parent aabbs
WARN_PRINT("BVH_Tree::TNode no children, AABB is undefined");
}
#endif
} else {
// leaf
const TLeaf &leaf = _node_get_leaf(tnode);
for (int n = 0; n < leaf.num_items; n++) {
tnode.aabb.merge(leaf.get_aabb(n));
}
// now the leaf items are unexpanded, we expand only in the node AABB
tnode.aabb.expand(_node_expansion);
#ifdef BVH_CHECKS
if (!leaf.num_items) {
// the 'blank' aabb will screw up parent aabbs
WARN_PRINT("BVH_Tree::TLeaf no items, AABB is undefined");
}
#endif
}
}
void refit_all(int p_tree_id) {
refit_downward(_root_node_id[p_tree_id]);
}
void refit_upward(uint32_t p_node_id) {
while (p_node_id != BVHCommon::INVALID) {
TNode &tnode = _nodes[p_node_id];
node_update_aabb(tnode);
p_node_id = tnode.parent_id;
}
}
void refit_upward_and_balance(uint32_t p_node_id) {
while (p_node_id != BVHCommon::INVALID) {
uint32_t before = p_node_id;
p_node_id = _logic_balance(p_node_id);
if (before != p_node_id) {
VERBOSE_PRINT("REBALANCED!");
}
TNode &tnode = _nodes[p_node_id];
// update overall aabb from the children
node_update_aabb(tnode);
p_node_id = tnode.parent_id;
}
}
void refit_downward(uint32_t p_node_id) {
TNode &tnode = _nodes[p_node_id];
// do children first
if (!tnode.is_leaf()) {
for (int n = 0; n < tnode.num_children; n++) {
refit_downward(tnode.children[n]);
}
}
node_update_aabb(tnode);
}
// go down to the leaves, then refit upward
void refit_branch(uint32_t p_node_id) {
// our function parameters to keep on a stack
struct RefitParams {
uint32_t node_id;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<RefitParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (RefitParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
RefitParams rp;
// while there are still more nodes on the stack
while (ii.pop(rp)) {
TNode &tnode = _nodes[rp.node_id];
// do children first
if (!tnode.is_leaf()) {
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
// add to the stack
RefitParams *child = ii.request();
child->node_id = child_id;
}
} else {
// leaf .. only refit upward if dirty
TLeaf &leaf = _node_get_leaf(tnode);
if (leaf.is_dirty()) {
leaf.set_dirty(false);
refit_upward(p_node_id);
}
}
} // while more nodes to pop
}

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void _split_inform_references(uint32_t p_node_id) {
TNode &node = _nodes[p_node_id];
TLeaf &leaf = _node_get_leaf(node);
for (int n = 0; n < leaf.num_items; n++) {
uint32_t ref_id = leaf.get_item_ref_id(n);
ItemRef &ref = _refs[ref_id];
ref.tnode_id = p_node_id;
ref.item_id = n;
}
}
void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, uint16_t *group_b, const BVH_ABB *temp_bounds, const BVH_ABB full_bound) {
// special case for low leaf sizes .. should static compile out
if (MAX_ITEMS < 4) {
uint32_t ind = group_a[0];
// add to b
group_b[num_b++] = ind;
// remove from a
group_a[0] = group_a[num_a - 1];
num_a--;
return;
}
Vector3 centre = full_bound.calculate_centre();
Vector3 size = full_bound.calculate_size();
int order[3];
order[0] = size.min_axis();
order[2] = size.max_axis();
order[1] = 3 - (order[0] + order[2]);
// simplest case, split on the longest axis
int split_axis = order[0];
for (int a = 0; a < num_a; a++) {
uint32_t ind = group_a[a];
if (temp_bounds[ind].min.coord[split_axis] > centre.coord[split_axis]) {
// add to b
group_b[num_b++] = ind;
// remove from a
group_a[a] = group_a[num_a - 1];
num_a--;
// do this one again, as it has been replaced
a--;
}
}
// detect when split on longest axis failed
int min_threshold = MAX_ITEMS / 4;
int min_group_size[3];
min_group_size[0] = MIN(num_a, num_b);
if (min_group_size[0] < min_threshold) {
// slow but sure .. first move everything back into a
for (int b = 0; b < num_b; b++) {
group_a[num_a++] = group_b[b];
}
num_b = 0;
// now calculate the best split
for (int axis = 1; axis < 3; axis++) {
split_axis = order[axis];
int count = 0;
for (int a = 0; a < num_a; a++) {
uint32_t ind = group_a[a];
if (temp_bounds[ind].min.coord[split_axis] > centre.coord[split_axis]) {
count++;
}
}
min_group_size[axis] = MIN(count, num_a - count);
} // for axis
// best axis
int best_axis = 0;
int best_min = min_group_size[0];
for (int axis = 1; axis < 3; axis++) {
if (min_group_size[axis] > best_min) {
best_min = min_group_size[axis];
best_axis = axis;
}
}
// now finally do the split
if (best_min > 0) {
split_axis = order[best_axis];
for (int a = 0; a < num_a; a++) {
uint32_t ind = group_a[a];
if (temp_bounds[ind].min.coord[split_axis] > centre.coord[split_axis]) {
// add to b
group_b[num_b++] = ind;
// remove from a
group_a[a] = group_a[num_a - 1];
num_a--;
// do this one again, as it has been replaced
a--;
}
}
} // if there was a split!
} // if the longest axis wasn't a good split
// special case, none crossed threshold
if (!num_b) {
uint32_t ind = group_a[0];
// add to b
group_b[num_b++] = ind;
// remove from a
group_a[0] = group_a[num_a - 1];
num_a--;
}
// opposite problem! :)
if (!num_a) {
uint32_t ind = group_b[0];
// add to a
group_a[num_a++] = ind;
// remove from b
group_b[0] = group_b[num_b - 1];
num_b--;
}
}
void _split_leaf_sort_groups(int &num_a, int &num_b, uint16_t *group_a, uint16_t *group_b, const BVH_ABB *temp_bounds) {
BVH_ABB groupb_aabb;
groupb_aabb.set_to_max_opposite_extents();
for (int n = 0; n < num_b; n++) {
int which = group_b[n];
groupb_aabb.merge(temp_bounds[which]);
}
BVH_ABB groupb_aabb_new;
BVH_ABB rest_aabb;
float best_size = FLT_MAX;
int best_candidate = -1;
// find most likely from a to move into b
for (int check = 0; check < num_a; check++) {
rest_aabb.set_to_max_opposite_extents();
groupb_aabb_new = groupb_aabb;
// find aabb of all the rest
for (int rest = 0; rest < num_a; rest++) {
if (rest == check)
continue;
int which = group_a[rest];
rest_aabb.merge(temp_bounds[which]);
}
groupb_aabb_new.merge(temp_bounds[group_a[check]]);
// now compare the sizes
float size = groupb_aabb_new.get_area() + rest_aabb.get_area();
if (size < best_size) {
best_size = size;
best_candidate = check;
}
}
// we should now have the best, move it from group a to group b
group_b[num_b++] = group_a[best_candidate];
// remove best candidate from group a
num_a--;
group_a[best_candidate] = group_a[num_a];
}
uint32_t split_leaf(uint32_t p_node_id, const BVH_ABB &p_added_item_aabb) {
return split_leaf_complex(p_node_id, p_added_item_aabb);
}
// aabb is the new inserted node
uint32_t split_leaf_complex(uint32_t p_node_id, const BVH_ABB &p_added_item_aabb) {
VERBOSE_PRINT("split_leaf");
// note the tnode before and AFTER splitting may be a different address
// in memory because the vector could get relocated. So we need to reget
// the tnode after the split
BVH_ASSERT(_nodes[p_node_id].is_leaf());
// first create child leaf nodes
uint32_t *child_ids = (uint32_t *)alloca(sizeof(uint32_t) * MAX_CHILDREN);
for (int n = 0; n < MAX_CHILDREN; n++) {
// create node children
TNode *child_node = _nodes.request(child_ids[n]);
child_node->clear();
// back link to parent
child_node->parent_id = p_node_id;
// make each child a leaf node
node_make_leaf(child_ids[n]);
}
// don't get any leaves or nodes till AFTER the split
TNode &tnode = _nodes[p_node_id];
uint32_t orig_leaf_id = tnode.get_leaf_id();
const TLeaf &orig_leaf = _node_get_leaf(tnode);
// store the final child ids
for (int n = 0; n < MAX_CHILDREN; n++) {
tnode.children[n] = child_ids[n];
}
// mark as no longer a leaf node
tnode.num_children = MAX_CHILDREN;
// 2 groups, A and B, and assign children to each to split equally
int max_children = orig_leaf.num_items + 1; // plus 1 for the wildcard .. the item being added
//CRASH_COND(max_children > MAX_CHILDREN);
uint16_t *group_a = (uint16_t *)alloca(sizeof(uint16_t) * max_children);
uint16_t *group_b = (uint16_t *)alloca(sizeof(uint16_t) * max_children);
// we are copying the ABBs. This is ugly, but we need one extra for the inserted item...
BVH_ABB *temp_bounds = (BVH_ABB *)alloca(sizeof(BVH_ABB) * max_children);
int num_a = max_children;
int num_b = 0;
// setup - start with all in group a
for (int n = 0; n < orig_leaf.num_items; n++) {
group_a[n] = n;
temp_bounds[n] = orig_leaf.get_aabb(n);
}
// wildcard
int wildcard = orig_leaf.num_items;
group_a[wildcard] = wildcard;
temp_bounds[wildcard] = p_added_item_aabb;
// we can choose here either an equal split, or just 1 in the new leaf
_split_leaf_sort_groups_simple(num_a, num_b, group_a, group_b, temp_bounds, tnode.aabb);
uint32_t wildcard_node = BVHCommon::INVALID;
// now there should be equal numbers in both groups
for (int n = 0; n < num_a; n++) {
int which = group_a[n];
if (which != wildcard) {
const BVH_ABB &source_item_aabb = orig_leaf.get_aabb(which);
uint32_t source_item_ref_id = orig_leaf.get_item_ref_id(which);
//const Item &source_item = orig_leaf.get_item(which);
_node_add_item(tnode.children[0], source_item_ref_id, source_item_aabb);
} else {
wildcard_node = tnode.children[0];
}
}
for (int n = 0; n < num_b; n++) {
int which = group_b[n];
if (which != wildcard) {
const BVH_ABB &source_item_aabb = orig_leaf.get_aabb(which);
uint32_t source_item_ref_id = orig_leaf.get_item_ref_id(which);
//const Item &source_item = orig_leaf.get_item(which);
_node_add_item(tnode.children[1], source_item_ref_id, source_item_aabb);
} else {
wildcard_node = tnode.children[1];
}
}
// now remove all items from the parent and replace with the child nodes
_leaves.free(orig_leaf_id);
// we should keep the references up to date!
for (int n = 0; n < MAX_CHILDREN; n++) {
_split_inform_references(tnode.children[n]);
}
refit_upward(p_node_id);
BVH_ASSERT(wildcard_node != BVHCommon::INVALID);
return wildcard_node;
}

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public:
struct ItemRef {
uint32_t tnode_id; // -1 is invalid
uint32_t item_id; // in the leaf
};
// extra info kept in separate parallel list to the references,
// as this is less used as keeps cache better
struct ItemExtra {
uint32_t last_updated_tick;
uint32_t pairable;
uint32_t pairable_mask;
uint32_t pairable_type;
int32_t subindex;
// the active reference is a separate list of which references
// are active so that we can slowly iterate through it over many frames for
// slow optimize.
uint32_t active_ref_id;
T *userdata;
};
// this is an item OR a child node depending on whether a leaf node
struct Item {
BVH_ABB aabb;
uint32_t item_ref_id;
};
// tree leaf
struct TLeaf {
uint16_t num_items;
private:
uint16_t dirty;
// separate data orientated lists for faster SIMD traversal
uint32_t item_ref_ids[MAX_ITEMS];
BVH_ABB aabbs[MAX_ITEMS];
public:
// accessors
BVH_ABB &get_aabb(uint32_t p_id) { return aabbs[p_id]; }
const BVH_ABB &get_aabb(uint32_t p_id) const { return aabbs[p_id]; }
uint32_t &get_item_ref_id(uint32_t p_id) { return item_ref_ids[p_id]; }
const uint32_t &get_item_ref_id(uint32_t p_id) const { return item_ref_ids[p_id]; }
bool is_dirty() const { return dirty; }
void set_dirty(bool p) { dirty = p; }
void clear() {
num_items = 0;
set_dirty(true);
}
bool is_full() const { return num_items >= MAX_ITEMS; }
void remove_item_unordered(uint32_t p_id) {
BVH_ASSERT(p_id < num_items);
num_items--;
aabbs[p_id] = aabbs[num_items];
item_ref_ids[p_id] = item_ref_ids[num_items];
}
uint32_t request_item() {
if (num_items < MAX_ITEMS) {
uint32_t id = num_items;
num_items++;
return id;
}
return -1;
}
};
// tree node
struct TNode {
BVH_ABB aabb;
// either number of children if positive
// or leaf id if negative (leaf id 0 is disallowed)
union {
int32_t num_children;
int32_t neg_leaf_id;
};
uint32_t parent_id; // or -1
uint16_t children[MAX_CHILDREN];
// height in the tree, where leaves are 0, and all above are 1+
// (or the highest where there is a tie off)
int32_t height;
bool is_leaf() const { return num_children < 0; }
void set_leaf_id(int id) { neg_leaf_id = -id; }
int get_leaf_id() const { return -neg_leaf_id; }
void clear() {
num_children = 0;
parent_id = BVHCommon::INVALID;
height = 0; // or -1 for testing
// for safety set to improbable value
aabb.set_to_max_opposite_extents();
// other members are not blanked for speed .. they may be uninitialized
}
bool is_full_of_children() const { return num_children >= MAX_CHILDREN; }
void remove_child_internal(uint32_t child_num) {
children[child_num] = children[num_children - 1];
num_children--;
}
int find_child(uint32_t p_child_node_id) {
BVH_ASSERT(!is_leaf());
for (int n = 0; n < num_children; n++) {
if (children[n] == p_child_node_id)
return n;
}
// not found
return -1;
}
};
// instead of using linked list we maintain
// item references (for quick lookup)
PooledList<ItemRef, true> _refs;
PooledList<ItemExtra, true> _extra;
PooledList<ItemPairs> _pairs;
// these 2 are not in sync .. nodes != leaves!
PooledList<TNode, true> _nodes;
PooledList<TLeaf, true> _leaves;
// we can maintain an un-ordered list of which references are active,
// in order to do a slow incremental optimize of the tree over each frame.
// This will work best if dynamic objects and static objects are in a different tree.
LocalVector<uint32_t, uint32_t, true> _active_refs;
uint32_t _current_active_ref = 0;
// instead of translating directly to the userdata output,
// we keep an intermediate list of hits as reference IDs, which can be used
// for pairing collision detection
LocalVector<uint32_t, uint32_t, true> _cull_hits;
// we now have multiple root nodes, allowing us to store
// more than 1 tree. This can be more efficient, while sharing the same
// common lists
enum { NUM_TREES = 2,
};
// Tree 0 - Non pairable
// Tree 1 - Pairable
// This is more efficient because in physics we only need check non pairable against the pairable tree.
uint32_t _root_node_id[NUM_TREES];
int _current_tree = 0;
// these values may need tweaking according to the project
// the bound of the world, and the average velocities of the objects
// node expansion is important in the rendering tree
// larger values give less re-insertion as items move...
// but on the other hand over estimates the bounding box of nodes.
// we can either use auto mode, where the expansion is based on the root node size, or specify manually
real_t _node_expansion = 0.5;
bool _auto_node_expansion = true;
// pairing expansion important for physics pairing
// larger values gives more 'sticky' pairing, and is less likely to exhibit tunneling
// we can either use auto mode, where the expansion is based on the root node size, or specify manually
real_t _pairing_expansion = 0.1;
bool _auto_pairing_expansion = true;

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/*************************************************************************/
/* bvh_tree.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/local_vector.h"
#include "core/math/aabb.h"
#include "core/math/bvh_abb.h"
#include "core/math/geometry.h"
#include "core/math/vector3.h"
#include "core/pooled_list.h"
#include "core/print_string.h"
#include <limits.h>
// never do these checks in release
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
//#define BVH_VERBOSE
//#define BVH_VERBOSE_TREE
//#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 {
static const uint32_t INVALID = (0xffffffff);
};
// 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.empty()) {
aux_stack.resize(ALLOCA_STACK_SIZE * 2);
copymem(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, int MAX_CHILDREN, int MAX_ITEMS, bool USE_PAIRS = false>
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);
}
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 != BVHCommon::INVALID);
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, 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 != BVHCommon::INVALID);
parent.remove_child_internal(child_num);
// no need to keep back references for children at the moment
uint32_t sibling_id; // 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);
// delete the old root node as no longer needed
_nodes.free(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, true);
}
// put the node on the free list to recycle
_nodes.free(p_parent_id);
}
// this relies on _current_tree being accurate
void change_root_node(uint32_t p_new_root_id) {
_root_node_id[_current_tree] = 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, BVH_ABB *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 BVH_ABB &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.
BVH_ABB 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);
refit_upward(parent_id);
// put the node on the free list to recycle
_nodes.free(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 BVH_ABB &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
BVH_ABB 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 BVH_ABB &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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#include "core/math/aabb.h"
#include "core/math/geometry.h"
#include "core/math/vector3.h"
#include "core/os/os.h"
#include "core/print_string.h"
#include "core/variant.h"

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/*************************************************************************/
/* pooled_list.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#pragma once
// Simple template to provide a pool with O(1) allocate and free.
// The freelist could alternatively be a linked list placed within the unused elements
// to use less memory, however a separate freelist is probably more cache friendly.
// NOTE : Take great care when using this with non POD types. The construction and destruction
// is done in the LocalVector, NOT as part of the pool. So requesting a new item does not guarantee
// a constructor is run, and free does not guarantee a destructor.
// You should generally handle clearing
// an item explicitly after a request, as it may contain 'leftovers'.
// This is by design for fastest use in the BVH. If you want a more general pool
// that does call constructors / destructors on request / free, this should probably be
// a separate template.
#include "core/local_vector.h"
template <class T, bool force_trivial = false>
class PooledList {
LocalVector<T, uint32_t, force_trivial> list;
LocalVector<uint32_t, uint32_t, true> freelist;
// not all list members are necessarily used
int _used_size;
public:
PooledList() {
_used_size = 0;
}
int estimate_memory_use() const {
return (list.size() * sizeof(T)) + (freelist.size() * sizeof(uint32_t));
}
const T &operator[](uint32_t p_index) const {
return list[p_index];
}
T &operator[](uint32_t p_index) {
return list[p_index];
}
int size() const { return _used_size; }
T *request(uint32_t &r_id) {
_used_size++;
if (freelist.size()) {
// pop from freelist
int new_size = freelist.size() - 1;
r_id = freelist[new_size];
freelist.resize(new_size);
return &list[r_id];
}
r_id = list.size();
list.resize(r_id + 1);
return &list[r_id];
}
void free(const uint32_t &p_id) {
// should not be on free list already
CRASH_COND(p_id >= list.size());
freelist.push_back(p_id);
_used_size--;
}
};

View File

@ -996,6 +996,9 @@
The default linear damp in 3D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/3d/godot_physics/use_bvh" type="bool" setter="" getter="" default="false">
Enables the use of bounding volume hierarchy instead of octree for physics spatial partitioning. This may give better performance.
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics.
"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative.
@ -1244,6 +1247,9 @@
The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
Larger branches can increase performance significantly in some projects.
</member>
<member name="rendering/quality/spatial_partitioning/use_bvh" type="bool" setter="" getter="" default="false">
Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance.
</member>
<member name="rendering/quality/subsurface_scattering/follow_surface" type="bool" setter="" getter="" default="false">
Improves quality of subsurface scattering, but cost significantly increases.
</member>

View File

@ -335,6 +335,10 @@ void World::_bind_methods() {
World::World() {
// These defaults must be created BEFORE creating the scenario, because the BVH reads
// the defaults at that point.
GLOBAL_DEF("physics/3d/godot_physics/use_bvh", true);
space = PhysicsServer::get_singleton()->space_create();
scenario = VisualServer::get_singleton()->scenario_create();

View File

@ -0,0 +1,130 @@
/*************************************************************************/
/* broad_phase_bvh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "broad_phase_bvh.h"
#include "collision_object_sw.h"
#include "core/project_settings.h"
BroadPhaseSW::ID BroadPhaseBVH::create(CollisionObjectSW *p_object, int p_subindex) {
ID oid = bvh.create(p_object, AABB(), p_subindex, false, 1 << p_object->get_type(), 0);
return oid;
}
void BroadPhaseBVH::move(ID p_id, const AABB &p_aabb) {
bvh.move(p_id, p_aabb);
}
void BroadPhaseBVH::set_static(ID p_id, bool p_static) {
CollisionObjectSW *it = bvh.get(p_id);
bvh.set_pairable(p_id, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF); //pair everything, don't care 1?
}
void BroadPhaseBVH::remove(ID p_id) {
bvh.erase(p_id);
}
CollisionObjectSW *BroadPhaseBVH::get_object(ID p_id) const {
CollisionObjectSW *it = bvh.get(p_id);
ERR_FAIL_COND_V(!it, NULL);
return it;
}
bool BroadPhaseBVH::is_static(ID p_id) const {
return !bvh.is_pairable(p_id);
}
int BroadPhaseBVH::get_subindex(ID p_id) const {
return bvh.get_subindex(p_id);
}
int BroadPhaseBVH::cull_point(const Vector3 &p_point, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_point(p_point, p_results, p_max_results, p_result_indices);
}
int BroadPhaseBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices);
}
int BroadPhaseBVH::cull_aabb(const AABB &p_aabb, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices) {
return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices);
}
void *BroadPhaseBVH::_pair_callback(void *self, uint32_t p_A, CollisionObjectSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObjectSW *p_object_B, int subindex_B) {
BroadPhaseBVH *bpo = (BroadPhaseBVH *)(self);
if (!bpo->pair_callback)
return NULL;
return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
}
void BroadPhaseBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObjectSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObjectSW *p_object_B, int subindex_B, void *pairdata) {
BroadPhaseBVH *bpo = (BroadPhaseBVH *)(self);
if (!bpo->unpair_callback)
return;
bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
}
void BroadPhaseBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
pair_callback = p_pair_callback;
pair_userdata = p_userdata;
}
void BroadPhaseBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
unpair_callback = p_unpair_callback;
unpair_userdata = p_userdata;
}
void BroadPhaseBVH::update() {
bvh.update();
}
BroadPhaseSW *BroadPhaseBVH::_create() {
return memnew(BroadPhaseBVH);
}
BroadPhaseBVH::BroadPhaseBVH() {
bvh.set_pair_callback(_pair_callback, this);
bvh.set_unpair_callback(_unpair_callback, this);
pair_callback = NULL;
pair_userdata = NULL;
unpair_userdata = NULL;
}

View File

@ -0,0 +1,73 @@
/*************************************************************************/
/* broad_phase_bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 BROAD_PHASE_BVH_H
#define BROAD_PHASE_BVH_H
#include "broad_phase_sw.h"
#include "core/math/bvh.h"
class BroadPhaseBVH : public BroadPhaseSW {
BVH_Manager<CollisionObjectSW, true, 128> bvh;
static void *_pair_callback(void *, uint32_t, CollisionObjectSW *, int, uint32_t, CollisionObjectSW *, int);
static void _unpair_callback(void *, uint32_t, CollisionObjectSW *, int, uint32_t, CollisionObjectSW *, int, void *);
PairCallback pair_callback;
void *pair_userdata;
UnpairCallback unpair_callback;
void *unpair_userdata;
public:
// 0 is an invalid ID
virtual ID create(CollisionObjectSW *p_object, int p_subindex = 0);
virtual void move(ID p_id, const AABB &p_aabb);
virtual void set_static(ID p_id, bool p_static);
virtual void remove(ID p_id);
virtual CollisionObjectSW *get_object(ID p_id) const;
virtual bool is_static(ID p_id) const;
virtual int get_subindex(ID p_id) const;
virtual int cull_point(const Vector3 &p_point, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = NULL);
virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = NULL);
virtual int cull_aabb(const AABB &p_aabb, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = NULL);
virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata);
virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata);
virtual void update();
static BroadPhaseSW *_create();
BroadPhaseBVH();
};
#endif // BROAD_PHASE_BVH_H

View File

@ -31,8 +31,10 @@
#include "physics_server_sw.h"
#include "broad_phase_basic.h"
#include "broad_phase_bvh.h"
#include "broad_phase_octree.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "core/script_language.h"
#include "joints/cone_twist_joint_sw.h"
#include "joints/generic_6dof_joint_sw.h"
@ -1565,7 +1567,15 @@ void PhysicsServerSW::_shape_col_cbk(const Vector3 &p_point_A, const Vector3 &p_
PhysicsServerSW *PhysicsServerSW::singleton = NULL;
PhysicsServerSW::PhysicsServerSW() {
singleton = this;
BroadPhaseSW::create_func = BroadPhaseOctree::_create;
bool use_bvh_or_octree = GLOBAL_GET("physics/3d/godot_physics/use_bvh");
if (use_bvh_or_octree) {
BroadPhaseSW::create_func = BroadPhaseBVH::_create;
} else {
BroadPhaseSW::create_func = BroadPhaseOctree::_create;
}
island_count = 0;
active_objects = 0;
collision_pairs = 0;

View File

@ -103,9 +103,104 @@ void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enab
camera->vaspect = p_enable;
}
/* SPATIAL PARTITIONING */
VisualServerScene::SpatialPartitionID VisualServerScene::SpatialPartitioningScene_BVH::create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
return _bvh.create(p_userdata, p_aabb, p_subindex, p_pairable, p_pairable_type, p_pairable_mask) + 1;
}
void VisualServerScene::SpatialPartitioningScene_BVH::erase(SpatialPartitionID p_handle) {
_bvh.erase(p_handle - 1);
}
void VisualServerScene::SpatialPartitioningScene_BVH::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
_bvh.move(p_handle - 1, p_aabb);
}
void VisualServerScene::SpatialPartitioningScene_BVH::update() {
_bvh.update();
}
void VisualServerScene::SpatialPartitioningScene_BVH::set_pairable(SpatialPartitionID p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
_bvh.set_pairable(p_handle - 1, p_pairable, p_pairable_type, p_pairable_mask);
}
int VisualServerScene::SpatialPartitioningScene_BVH::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
return _bvh.cull_convex(p_convex, p_result_array, p_result_max, p_mask);
}
int VisualServerScene::SpatialPartitioningScene_BVH::cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
return _bvh.cull_aabb(p_aabb, p_result_array, p_result_max, p_subindex_array, p_mask);
}
int VisualServerScene::SpatialPartitioningScene_BVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
return _bvh.cull_segment(p_from, p_to, p_result_array, p_result_max, p_subindex_array, p_mask);
}
void VisualServerScene::SpatialPartitioningScene_BVH::set_pair_callback(PairCallback p_callback, void *p_userdata) {
_bvh.set_pair_callback(p_callback, p_userdata);
}
void VisualServerScene::SpatialPartitioningScene_BVH::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
_bvh.set_unpair_callback(p_callback, p_userdata);
}
///////////////////////
VisualServerScene::SpatialPartitionID VisualServerScene::SpatialPartitioningScene_Octree::create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
return _octree.create(p_userdata, p_aabb, p_subindex, p_pairable, p_pairable_type, p_pairable_mask);
}
void VisualServerScene::SpatialPartitioningScene_Octree::erase(SpatialPartitionID p_handle) {
_octree.erase(p_handle);
}
void VisualServerScene::SpatialPartitioningScene_Octree::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
_octree.move(p_handle, p_aabb);
}
void VisualServerScene::SpatialPartitioningScene_Octree::set_pairable(SpatialPartitionID p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
_octree.set_pairable(p_handle, p_pairable, p_pairable_type, p_pairable_mask);
}
int VisualServerScene::SpatialPartitioningScene_Octree::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
return _octree.cull_convex(p_convex, p_result_array, p_result_max, p_mask);
}
int VisualServerScene::SpatialPartitioningScene_Octree::cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
return _octree.cull_aabb(p_aabb, p_result_array, p_result_max, p_subindex_array, p_mask);
}
int VisualServerScene::SpatialPartitioningScene_Octree::cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
return _octree.cull_segment(p_from, p_to, p_result_array, p_result_max, p_subindex_array, p_mask);
}
void VisualServerScene::SpatialPartitioningScene_Octree::set_pair_callback(PairCallback p_callback, void *p_userdata) {
_octree.set_pair_callback(p_callback, p_userdata);
}
void VisualServerScene::SpatialPartitioningScene_Octree::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
_octree.set_unpair_callback(p_callback, p_userdata);
}
void VisualServerScene::SpatialPartitioningScene_Octree::set_balance(float p_balance) {
_octree.set_balance(p_balance);
}
/* SCENARIO API */
void *VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int) {
VisualServerScene::Scenario::Scenario() {
debug = VS::SCENARIO_DEBUG_DISABLED;
bool use_bvh_or_octree = GLOBAL_DEF("rendering/quality/spatial_partitioning/use_bvh", true);
if (use_bvh_or_octree) {
sps = memnew(SpatialPartitioningScene_BVH);
} else {
sps = memnew(SpatialPartitioningScene_Octree);
}
}
void *VisualServerScene::_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int) {
//VisualServerScene *self = (VisualServerScene*)p_self;
Instance *A = p_A;
@ -184,7 +279,8 @@ void *VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance
return NULL;
}
void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *udata) {
void VisualServerScene::_instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int, void *udata) {
//VisualServerScene *self = (VisualServerScene*)p_self;
Instance *A = p_A;
@ -260,9 +356,10 @@ RID VisualServerScene::scenario_create() {
RID scenario_rid = scenario_owner.make_rid(scenario);
scenario->self = scenario_rid;
scenario->octree.set_balance(GLOBAL_GET("rendering/quality/spatial_partitioning/render_tree_balance"));
scenario->octree.set_pair_callback(_instance_pair, this);
scenario->octree.set_unpair_callback(_instance_unpair, this);
scenario->sps->set_balance(GLOBAL_GET("rendering/quality/spatial_partitioning/render_tree_balance"));
scenario->sps->set_pair_callback(_instance_pair, this);
scenario->sps->set_unpair_callback(_instance_unpair, this);
scenario->reflection_probe_shadow_atlas = VSG::scene_render->shadow_atlas_create();
VSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
@ -358,9 +455,9 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base) {
}
}
if (scenario && instance->octree_id) {
scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
instance->octree_id = 0;
if (scenario && instance->spatial_partition_id) {
scenario->sps->erase(instance->spatial_partition_id);
instance->spatial_partition_id = 0;
}
switch (instance->base_type) {
@ -511,9 +608,9 @@ void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) {
instance->scenario->instances.remove(&instance->scenario_item);
if (instance->octree_id) {
instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
instance->octree_id = 0;
if (instance->spatial_partition_id) {
instance->scenario->sps->erase(instance->spatial_partition_id);
instance->spatial_partition_id = 0;
}
switch (instance->base_type) {
@ -677,26 +774,26 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
switch (instance->base_type) {
case VS::INSTANCE_LIGHT: {
if (VSG::storage->light_get_type(instance->base) != VS::LIGHT_DIRECTIONAL && instance->octree_id && instance->scenario) {
instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << VS::INSTANCE_LIGHT, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
if (VSG::storage->light_get_type(instance->base) != VS::LIGHT_DIRECTIONAL && instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance->spatial_partition_id, p_visible, 1 << VS::INSTANCE_LIGHT, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
}
} break;
case VS::INSTANCE_REFLECTION_PROBE: {
if (instance->octree_id && instance->scenario) {
instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << VS::INSTANCE_REFLECTION_PROBE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
if (instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance->spatial_partition_id, p_visible, 1 << VS::INSTANCE_REFLECTION_PROBE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
}
} break;
case VS::INSTANCE_LIGHTMAP_CAPTURE: {
if (instance->octree_id && instance->scenario) {
instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << VS::INSTANCE_LIGHTMAP_CAPTURE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
if (instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance->spatial_partition_id, p_visible, 1 << VS::INSTANCE_LIGHTMAP_CAPTURE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
}
} break;
case VS::INSTANCE_GI_PROBE: {
if (instance->octree_id && instance->scenario) {
instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << VS::INSTANCE_GI_PROBE, p_visible ? (VS::INSTANCE_GEOMETRY_MASK | (1 << VS::INSTANCE_LIGHT)) : 0);
if (instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance->spatial_partition_id, p_visible, 1 << VS::INSTANCE_GI_PROBE, p_visible ? (VS::INSTANCE_GEOMETRY_MASK | (1 << VS::INSTANCE_LIGHT)) : 0);
}
} break;
@ -800,7 +897,7 @@ Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB &p_aabb, RID
int culled = 0;
Instance *cull[1024];
culled = scenario->octree.cull_aabb(p_aabb, cull, 1024);
culled = scenario->sps->cull_aabb(p_aabb, cull, 1024);
for (int i = 0; i < culled; i++) {
@ -823,7 +920,7 @@ Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3 &p_from, co
int culled = 0;
Instance *cull[1024];
culled = scenario->octree.cull_segment(p_from, p_from + p_to * 10000, cull, 1024);
culled = scenario->sps->cull_segment(p_from, p_from + p_to * 10000, cull, 1024);
for (int i = 0; i < culled; i++) {
Instance *instance = cull[i];
@ -846,7 +943,7 @@ Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane> &p
int culled = 0;
Instance *cull[1024];
culled = scenario->octree.cull_convex(p_convex, cull, 1024);
culled = scenario->sps->cull_convex(p_convex, cull, 1024);
for (int i = 0; i < culled; i++) {
@ -975,7 +1072,7 @@ void VisualServerScene::_update_instance(Instance *p_instance) {
return;
}
if (p_instance->octree_id == 0) {
if (p_instance->spatial_partition_id == 0) {
uint32_t base_type = 1 << p_instance->base_type;
uint32_t pairable_mask = 0;
@ -994,7 +1091,7 @@ void VisualServerScene::_update_instance(Instance *p_instance) {
}
// not inside octree
p_instance->octree_id = p_instance->scenario->octree.create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask);
p_instance->spatial_partition_id = p_instance->scenario->sps->create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask);
} else {
@ -1003,7 +1100,7 @@ void VisualServerScene::_update_instance(Instance *p_instance) {
return;
*/
p_instance->scenario->octree.move(p_instance->octree_id, new_aabb);
p_instance->scenario->sps->move(p_instance->spatial_partition_id, new_aabb);
}
}
@ -1346,7 +1443,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
//optimize min/max
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2));
//check distance max and min
@ -1544,7 +1641,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
int cull_count = p_scenario->octree.cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
int cull_count = p_scenario->sps->cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
// a pre pass will need to be needed to determine the actual z-near to be used
@ -1609,7 +1706,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
for (int j = 0; j < cull_count; j++) {
@ -1663,7 +1760,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
Vector<Plane> planes = cm.get_projection_planes(xform);
int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
Plane near_plane(xform.origin, -xform.basis.get_axis(2));
for (int j = 0; j < cull_count; j++) {
@ -1700,7 +1797,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
Vector<Plane> planes = cm.get_projection_planes(light_transform);
int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
for (int j = 0; j < cull_count; j++) {
@ -1883,7 +1980,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
float z_far = p_cam_projection.get_z_far();
/* STEP 2 - CULL */
instance_cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
instance_cull_count = scenario->sps->cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
light_cull_count = 0;
reflection_probe_cull_count = 0;
@ -3477,10 +3574,20 @@ void VisualServerScene::update_dirty_instances() {
VSG::storage->update_dirty_resources();
// this is just to get access to scenario so we can update the spatial partitioning scheme
Scenario *scenario = nullptr;
if (_instance_update_list.first()) {
scenario = _instance_update_list.first()->self()->scenario;
}
while (_instance_update_list.first()) {
_update_dirty_instance(_instance_update_list.first()->self());
}
if (scenario) {
scenario->sps->update();
}
}
bool VisualServerScene::free(RID p_rid) {
@ -3541,6 +3648,7 @@ VisualServerScene::VisualServerScene() {
render_pass = 1;
singleton = this;
_use_bvh = false;
}
VisualServerScene::~VisualServerScene() {

View File

@ -33,6 +33,7 @@
#include "servers/visual/rasterizer.h"
#include "core/math/bvh.h"
#include "core/math/geometry.h"
#include "core/math/octree.h"
#include "core/os/semaphore.h"
@ -52,6 +53,7 @@ public:
};
uint64_t render_pass;
bool _use_bvh;
static VisualServerScene *singleton;
@ -103,12 +105,82 @@ public:
struct Instance;
// common interface for all spatial partitioning schemes
// this is a bit excessive boilerplatewise but can be removed if we decide to stick with one method
// note this is actually the BVH id +1, so that visual server can test against zero
// for validity to maintain compatibility with octree (where 0 indicates invalid)
typedef uint32_t SpatialPartitionID;
class SpatialPartitioningScene {
public:
virtual SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb = AABB(), int p_subindex = 0, bool p_pairable = false, uint32_t p_pairable_type = 0, uint32_t pairable_mask = 1) = 0;
virtual void erase(SpatialPartitionID p_handle) = 0;
virtual void move(SpatialPartitionID p_handle, const AABB &p_aabb) = 0;
virtual void update() {}
virtual void set_pairable(SpatialPartitionID p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) = 0;
virtual int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF) = 0;
virtual int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) = 0;
virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) = 0;
typedef void *(*PairCallback)(void *, uint32_t, Instance *, int, uint32_t, Instance *, int);
typedef void (*UnpairCallback)(void *, uint32_t, Instance *, int, uint32_t, Instance *, int, void *);
virtual void set_pair_callback(PairCallback p_callback, void *p_userdata) = 0;
virtual void set_unpair_callback(UnpairCallback p_callback, void *p_userdata) = 0;
// bvh specific
virtual void params_set_node_expansion(real_t p_value) {}
virtual void params_set_pairing_expansion(real_t p_value) {}
// octree specific
virtual void set_balance(float p_balance) {}
virtual ~SpatialPartitioningScene() {}
};
class SpatialPartitioningScene_Octree : public SpatialPartitioningScene {
Octree_CL<Instance, true> _octree;
public:
SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb = AABB(), int p_subindex = 0, bool p_pairable = false, uint32_t p_pairable_type = 0, uint32_t pairable_mask = 1);
void erase(SpatialPartitionID p_handle);
void move(SpatialPartitionID p_handle, const AABB &p_aabb);
void set_pairable(SpatialPartitionID p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF);
int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
void set_pair_callback(PairCallback p_callback, void *p_userdata);
void set_unpair_callback(UnpairCallback p_callback, void *p_userdata);
void set_balance(float p_balance);
};
class SpatialPartitioningScene_BVH : public SpatialPartitioningScene {
// Note that SpatialPartitionIDs are +1 based when stored in visual server, to enable 0 to indicate invalid ID.
BVH_Manager<Instance, true, 256> _bvh;
public:
SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb = AABB(), int p_subindex = 0, bool p_pairable = false, uint32_t p_pairable_type = 0, uint32_t p_pairable_mask = 1);
void erase(SpatialPartitionID p_handle);
void move(SpatialPartitionID p_handle, const AABB &p_aabb);
void update();
void set_pairable(SpatialPartitionID p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF);
int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
void set_pair_callback(PairCallback p_callback, void *p_userdata);
void set_unpair_callback(UnpairCallback p_callback, void *p_userdata);
void params_set_node_expansion(real_t p_value) { _bvh.params_set_node_expansion(p_value); }
void params_set_pairing_expansion(real_t p_value) { _bvh.params_set_pairing_expansion(p_value); }
};
struct Scenario : RID_Data {
VS::ScenarioDebugMode debug;
RID self;
Octree_CL<Instance, true> octree;
SpatialPartitioningScene *sps;
List<Instance *> directional_lights;
RID environment;
@ -118,13 +190,14 @@ public:
SelfList<Instance>::List instances;
Scenario() { debug = VS::SCENARIO_DEBUG_DISABLED; }
Scenario();
~Scenario() { memdelete(sps); }
};
mutable RID_Owner<Scenario> scenario_owner;
static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
static void *_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int);
static void _instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int, void *);
virtual RID scenario_create();
@ -144,7 +217,7 @@ public:
RID self;
//scenario stuff
OctreeElementID octree_id;
SpatialPartitionID spatial_partition_id;
Scenario *scenario;
SelfList<Instance> scenario_item;
@ -187,7 +260,7 @@ public:
scenario_item(this),
update_item(this) {
octree_id = 0;
spatial_partition_id = 0;
scenario = NULL;
update_aabb = false;