godot/core/math/bvh_refit.inc
PouleyKetchoupp 3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00

142 lines
3.3 KiB
C++

void _debug_node_verify_bound(uint32_t p_node_id) {
TNode &node = _nodes[p_node_id];
BVHABB_CLASS abb_before = node.aabb;
node_update_aabb(node);
BVHABB_CLASS 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
}