432 lines
13 KiB
C++
432 lines
13 KiB
C++
/*************************************************************************/
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/* bvh_tree.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BVH_TREE_H
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#define BVH_TREE_H
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// BVH Tree
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// This is an implementation of a dynamic BVH with templated leaf size.
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// This differs from most dynamic BVH in that it can handle more than 1 object
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// in leaf nodes. This can make it far more efficient in certain circumstances.
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// It also means that the splitting logic etc have to be completely different
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// to a simpler tree.
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// Note that MAX_CHILDREN should be fixed at 2 for now.
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#include "core/local_vector.h"
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#include "core/math/aabb.h"
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#include "core/math/bvh_abb.h"
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#include "core/math/geometry.h"
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#include "core/math/vector3.h"
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#include "core/pooled_list.h"
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#include "core/print_string.h"
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#include <limits.h>
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#define BVHABB_CLASS BVH_ABB<BOUNDS, POINT>
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// not sure if this is better yet so making optional
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#define BVH_EXPAND_LEAF_AABBS
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// never do these checks in release
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#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
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//#define BVH_VERBOSE
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//#define BVH_VERBOSE_TREE
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//#define BVH_VERBOSE_PAIRING
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//#define BVH_VERBOSE_MOVES
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//#define BVH_VERBOSE_FRAME
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//#define BVH_CHECKS
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//#define BVH_INTEGRITY_CHECKS
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#endif
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// debug only assert
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#ifdef BVH_CHECKS
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#define BVH_ASSERT(a) CRASH_COND((a) == false)
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#else
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#define BVH_ASSERT(a)
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#endif
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#ifdef BVH_VERBOSE
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#define VERBOSE_PRINT print_line
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#else
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#define VERBOSE_PRINT(a)
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#endif
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// really just a namespace
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struct BVHCommon {
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// these could possibly also be the same constant,
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// although this may be useful for debugging.
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// or use zero for invalid and +1 based indices.
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static const uint32_t INVALID = (0xffffffff);
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static const uint32_t INACTIVE = (0xfffffffe);
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};
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// really a handle, can be anything
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// note that zero is a valid reference for the BVH .. this may involve using
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// a plus one based ID for clients that expect 0 to be invalid.
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struct BVHHandle {
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// conversion operator
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operator uint32_t() const { return _data; }
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void set(uint32_t p_value) { _data = p_value; }
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uint32_t _data;
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void set_invalid() { _data = BVHCommon::INVALID; }
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bool is_invalid() const { return _data == BVHCommon::INVALID; }
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uint32_t id() const { return _data; }
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void set_id(uint32_t p_id) { _data = p_id; }
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bool operator==(const BVHHandle &p_h) const { return _data == p_h._data; }
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bool operator!=(const BVHHandle &p_h) const { return (*this == p_h) == false; }
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};
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// helper class to make iterative versions of recursive functions
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template <class T>
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class BVH_IterativeInfo {
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public:
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enum {
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ALLOCA_STACK_SIZE = 128
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};
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int32_t depth = 1;
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int32_t threshold = ALLOCA_STACK_SIZE - 2;
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T *stack;
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//only used in rare occasions when you run out of alloca memory
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// because tree is too unbalanced.
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LocalVector<T> aux_stack;
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int32_t get_alloca_stacksize() const { return ALLOCA_STACK_SIZE * sizeof(T); }
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T *get_first() const {
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return &stack[0];
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}
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// pop the last member of the stack, or return false
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bool pop(T &r_value) {
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if (!depth) {
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return false;
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}
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depth--;
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r_value = stack[depth];
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return true;
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}
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// request new addition to stack
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T *request() {
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if (depth > threshold) {
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if (aux_stack.empty()) {
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aux_stack.resize(ALLOCA_STACK_SIZE * 2);
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memcpy(aux_stack.ptr(), stack, get_alloca_stacksize());
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} else {
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aux_stack.resize(aux_stack.size() * 2);
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}
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stack = aux_stack.ptr();
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threshold = aux_stack.size() - 2;
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}
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return &stack[depth++];
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}
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};
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template <class T, int MAX_CHILDREN, int MAX_ITEMS, bool USE_PAIRS = false, class BOUNDS = AABB, class POINT = Vector3>
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class BVH_Tree {
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friend class BVH;
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#include "bvh_pair.inc"
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#include "bvh_structs.inc"
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public:
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BVH_Tree() {
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for (int n = 0; n < NUM_TREES; n++) {
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_root_node_id[n] = BVHCommon::INVALID;
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}
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// disallow zero leaf ids
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// (as these ids are stored as negative numbers in the node)
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uint32_t dummy_leaf_id;
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_leaves.request(dummy_leaf_id);
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// In many cases you may want to change this default in the client code,
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// or expose this value to the user.
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// This default may make sense for a typically scaled 3d game, but maybe not for 2d on a pixel scale.
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params_set_pairing_expansion(0.1);
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}
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private:
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bool node_add_child(uint32_t p_node_id, uint32_t p_child_node_id) {
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TNode &tnode = _nodes[p_node_id];
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if (tnode.is_full_of_children()) {
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return false;
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}
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tnode.children[tnode.num_children] = p_child_node_id;
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tnode.num_children += 1;
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// back link in the child to the parent
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TNode &tnode_child = _nodes[p_child_node_id];
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tnode_child.parent_id = p_node_id;
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return true;
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}
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void node_replace_child(uint32_t p_parent_id, uint32_t p_old_child_id, uint32_t p_new_child_id) {
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TNode &parent = _nodes[p_parent_id];
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BVH_ASSERT(!parent.is_leaf());
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int child_num = parent.find_child(p_old_child_id);
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BVH_ASSERT(child_num != BVHCommon::INVALID);
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parent.children[child_num] = p_new_child_id;
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TNode &new_child = _nodes[p_new_child_id];
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new_child.parent_id = p_parent_id;
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}
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void node_remove_child(uint32_t p_parent_id, uint32_t p_child_id, uint32_t p_tree_id, bool p_prevent_sibling = false) {
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TNode &parent = _nodes[p_parent_id];
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BVH_ASSERT(!parent.is_leaf());
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int child_num = parent.find_child(p_child_id);
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BVH_ASSERT(child_num != BVHCommon::INVALID);
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parent.remove_child_internal(child_num);
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// no need to keep back references for children at the moment
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uint32_t sibling_id; // always a node id, as tnode is never a leaf
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bool sibling_present = false;
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// if there are more children, or this is the root node, don't try and delete
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if (parent.num_children > 1) {
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return;
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}
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// if there is 1 sibling, it can be moved to be a child of the
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if (parent.num_children == 1) {
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// else there is now a redundant node with one child, which can be removed
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sibling_id = parent.children[0];
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sibling_present = true;
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}
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// now there may be no children in this node .. in which case it can be deleted
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// remove node if empty
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// remove link from parent
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uint32_t grandparent_id = parent.parent_id;
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// special case for root node
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if (grandparent_id == BVHCommon::INVALID) {
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if (sibling_present) {
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// change the root node
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change_root_node(sibling_id, p_tree_id);
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// delete the old root node as no longer needed
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_nodes.free(p_parent_id);
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}
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return;
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}
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if (sibling_present) {
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node_replace_child(grandparent_id, p_parent_id, sibling_id);
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} else {
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node_remove_child(grandparent_id, p_parent_id, p_tree_id, true);
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}
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// put the node on the free list to recycle
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_nodes.free(p_parent_id);
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}
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void change_root_node(uint32_t p_new_root_id, uint32_t p_tree_id) {
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_root_node_id[p_tree_id] = p_new_root_id;
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TNode &root = _nodes[p_new_root_id];
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// mark no parent
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root.parent_id = BVHCommon::INVALID;
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}
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void node_make_leaf(uint32_t p_node_id) {
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uint32_t child_leaf_id;
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TLeaf *child_leaf = _leaves.request(child_leaf_id);
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child_leaf->clear();
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// zero is reserved at startup, to prevent this id being used
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// (as they are stored as negative values in the node, and zero is already taken)
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BVH_ASSERT(child_leaf_id != 0);
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TNode &node = _nodes[p_node_id];
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node.neg_leaf_id = -(int)child_leaf_id;
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}
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void node_remove_item(uint32_t p_ref_id, uint32_t p_tree_id, BVHABB_CLASS *r_old_aabb = nullptr) {
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// get the reference
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ItemRef &ref = _refs[p_ref_id];
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uint32_t owner_node_id = ref.tnode_id;
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// debug draw special
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// This may not be needed
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if (owner_node_id == BVHCommon::INVALID) {
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return;
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}
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TNode &tnode = _nodes[owner_node_id];
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CRASH_COND(!tnode.is_leaf());
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TLeaf &leaf = _node_get_leaf(tnode);
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// if the aabb is not determining the corner size, then there is no need to refit!
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// (optimization, as merging AABBs takes a lot of time)
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const BVHABB_CLASS &old_aabb = leaf.get_aabb(ref.item_id);
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// shrink a little to prevent using corner aabbs
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// in order to miss the corners first we shrink by node_expansion
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// (which is added to the overall bound of the leaf), then we also
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// shrink by an epsilon, in order to miss out the very corner aabbs
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// which are important in determining the bound. Any other aabb
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// within this can be removed and not affect the overall bound.
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BVHABB_CLASS node_bound = tnode.aabb;
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node_bound.expand(-_node_expansion - 0.001f);
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bool refit = true;
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if (node_bound.is_other_within(old_aabb)) {
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refit = false;
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}
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// record the old aabb if required (for incremental remove_and_reinsert)
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if (r_old_aabb) {
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*r_old_aabb = old_aabb;
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}
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leaf.remove_item_unordered(ref.item_id);
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if (leaf.num_items) {
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// the swapped item has to have its reference changed to, to point to the new item id
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uint32_t swapped_ref_id = leaf.get_item_ref_id(ref.item_id);
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ItemRef &swapped_ref = _refs[swapped_ref_id];
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swapped_ref.item_id = ref.item_id;
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// only have to refit if it is an edge item
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// This is a VERY EXPENSIVE STEP
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// we defer the refit updates until the update function is called once per frame
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if (refit) {
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leaf.set_dirty(true);
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}
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} else {
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// remove node if empty
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// remove link from parent
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if (tnode.parent_id != BVHCommon::INVALID) {
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// DANGER .. this can potentially end up with root node with 1 child ...
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// we don't want this and must check for it
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uint32_t parent_id = tnode.parent_id;
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node_remove_child(parent_id, owner_node_id, p_tree_id);
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refit_upward(parent_id);
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// put the node on the free list to recycle
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_nodes.free(owner_node_id);
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}
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// else if no parent, it is the root node. Do not delete
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}
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ref.tnode_id = BVHCommon::INVALID;
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ref.item_id = BVHCommon::INVALID; // unset
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}
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// returns true if needs refit of PARENT tree only, the node itself AABB is calculated
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// within this routine
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bool _node_add_item(uint32_t p_node_id, uint32_t p_ref_id, const BVHABB_CLASS &p_aabb) {
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ItemRef &ref = _refs[p_ref_id];
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ref.tnode_id = p_node_id;
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TNode &node = _nodes[p_node_id];
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BVH_ASSERT(node.is_leaf());
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TLeaf &leaf = _node_get_leaf(node);
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// optimization - we only need to do a refit
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// if the added item is changing the AABB of the node.
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// in most cases it won't.
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bool needs_refit = true;
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// expand bound now
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BVHABB_CLASS expanded = p_aabb;
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expanded.expand(_node_expansion);
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// the bound will only be valid if there is an item in there already
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if (leaf.num_items) {
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if (node.aabb.is_other_within(expanded)) {
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// no change to node AABBs
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needs_refit = false;
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} else {
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node.aabb.merge(expanded);
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}
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} else {
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// bound of the node = the new aabb
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node.aabb = expanded;
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}
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ref.item_id = leaf.request_item();
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BVH_ASSERT(ref.item_id != BVHCommon::INVALID);
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// set the aabb of the new item
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leaf.get_aabb(ref.item_id) = p_aabb;
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// back reference on the item back to the item reference
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leaf.get_item_ref_id(ref.item_id) = p_ref_id;
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return needs_refit;
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}
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uint32_t _node_create_another_child(uint32_t p_node_id, const BVHABB_CLASS &p_aabb) {
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uint32_t child_node_id;
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TNode *child_node = _nodes.request(child_node_id);
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child_node->clear();
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// may not be necessary
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child_node->aabb = p_aabb;
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node_add_child(p_node_id, child_node_id);
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return child_node_id;
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}
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#include "bvh_cull.inc"
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#include "bvh_debug.inc"
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#include "bvh_integrity.inc"
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#include "bvh_logic.inc"
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#include "bvh_misc.inc"
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#include "bvh_public.inc"
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#include "bvh_refit.inc"
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#include "bvh_split.inc"
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};
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#undef VERBOSE_PRINT
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#endif // BVH_TREE_H
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