godot/core/math/bvh_public.inc
lawnjelly dc14636e68 BVH templated mask checks and generic NUM_TREES
Refactors the BVH to make it more generic and customizable. Instead of hard coding the system of pairable_mask and pairable_type into the BVH, this information is no longer stored internally, and instead the BVH uses callbacks both for determining whether pairs of objects can pair with each other, and for filtering cull / intersection tests.

In addition, instead of hard coding the number of trees, the BVH now supports up to 32 trees, and each object can supply a tree collision mask to determine which trees it can collide against.

This enables the BVH to scale to either the two or 3 trees needed in physics, and the single tree used without pairing in Godot 4 render tree.
2022-01-21 10:08:29 +00:00

500 lines
14 KiB
C++

public:
BVHHandle item_add(T *p_userdata, bool p_active, const BOUNDS &p_aabb, int32_t p_subindex, uint32_t p_tree_id, uint32_t p_tree_collision_mask, bool p_invisible = false) {
#ifdef BVH_VERBOSE_TREE
VERBOSE_PRINT("\nitem_add BEFORE");
_debug_recursive_print_tree(0);
VERBOSE_PRINT("\n");
#endif
BVHABB_CLASS abb;
abb.from(p_aabb);
// NOTE that we do not expand the AABB for the first create even if
// leaf expansion is switched on. This is for two reasons:
// (1) We don't know if this object will move in future, in which case a non-expanded
// bound would be better...
// (2) We don't yet know how many objects will be paired, which is used to modify
// the expansion margin.
// 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);
extra->tree_id = p_tree_id;
extra->tree_collision_mask = p_tree_collision_mask;
// assign to handle to return
handle.set_id(ref_id);
create_root_node(p_tree_id);
// we must choose where to add to tree
if (p_active) {
ref->tnode_id = _logic_choose_item_add_node(_root_node_id[p_tree_id], 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, p_tree_id);
}
}
} else {
ref->set_inactive();
}
#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 BOUNDS &p_aabb) {
uint32_t ref_id = p_handle.id();
// get the reference
ItemRef &ref = _refs[ref_id];
if (!ref.is_active()) {
return false;
}
BVHABB_CLASS abb;
abb.from(p_aabb);
#ifdef BVH_EXPAND_LEAF_AABBS
if (USE_PAIRS) {
// scale the pairing expansion by the number of pairs.
abb.expand(_pairs[ref_id].scale_expansion_margin(_pairing_expansion));
} else {
abb.expand(_pairing_expansion);
}
#endif
BVH_ASSERT(ref.tnode_id != BVHCommon::INVALID);
TNode &tnode = _nodes[ref.tnode_id];
// does it fit within the current leaf 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);
BVHABB_CLASS &leaf_abb = leaf.get_aabb(ref.item_id);
// no change?
#ifdef BVH_EXPAND_LEAF_AABBS
BOUNDS leaf_aabb;
leaf_abb.to(leaf_aabb);
// This test should pass in a lot of cases, and by returning false we can avoid
// collision pairing checks later, which greatly reduces processing.
if (expanded_aabb_encloses_not_shrink(leaf_aabb, p_aabb)) {
return false;
}
#else
if (leaf_abb == abb) {
return false;
}
#endif
#ifdef BVH_VERBOSE_MOVES
print_line("item_move " + itos(p_handle.id()) + "(within tnode aabb) : " + _debug_aabb_to_string(abb));
#endif
leaf_abb = abb;
_integrity_check_all();
return true;
}
#ifdef BVH_VERBOSE_MOVES
print_line("item_move " + itos(p_handle.id()) + "(outside tnode aabb) : " + _debug_aabb_to_string(abb));
#endif
uint32_t tree_id = _handle_get_tree_id(p_handle);
// remove and reinsert
node_remove_item(ref_id, tree_id);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], 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();
uint32_t tree_id = _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 (only if active)
if (_refs[ref_id].is_active()) {
node_remove_item(ref_id, tree_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(_tree_id);
#ifdef BVH_VERBOSE_TREE
_debug_recursive_print_tree(tree_id);
#endif
}
// returns success
bool item_activate(BVHHandle p_handle, const BOUNDS &p_aabb) {
uint32_t ref_id = p_handle.id();
ItemRef &ref = _refs[ref_id];
if (ref.is_active()) {
// noop
return false;
}
// add to tree
BVHABB_CLASS abb;
abb.from(p_aabb);
uint32_t tree_id = _handle_get_tree_id(p_handle);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], abb);
_node_add_item(ref.tnode_id, ref_id, abb);
refit_upward_and_balance(ref.tnode_id, tree_id);
return true;
}
// returns success
bool item_deactivate(BVHHandle p_handle) {
uint32_t ref_id = p_handle.id();
ItemRef &ref = _refs[ref_id];
if (!ref.is_active()) {
// noop
return false;
}
uint32_t tree_id = _handle_get_tree_id(p_handle);
// remove from tree
BVHABB_CLASS abb;
node_remove_item(ref_id, tree_id, &abb);
// mark as inactive
ref.set_inactive();
return true;
}
bool item_get_active(BVHHandle p_handle) const {
uint32_t ref_id = p_handle.id();
const ItemRef &ref = _refs[ref_id];
return ref.is_active();
}
// 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];
// which trees does this item want to collide detect against?
r_params.tree_collision_mask = extra.tree_collision_mask;
// The testing user defined object is passed to the user defined cull check function
// for masks etc. This is usually a dummy object of type T with masks set.
// However, if not using the cull_check callback (i.e. returning true), you can pass
// a nullptr instead of dummy object, as it will not be used.
r_params.tester = extra.userdata;
}
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, BVHABB_CLASS &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);
}
bool item_set_tree(const BVHHandle &p_handle, uint32_t p_tree_id, uint32_t p_tree_collision_mask) {
// change tree?
uint32_t ref_id = p_handle.id();
ItemExtra &ex = _extra[ref_id];
ItemRef &ref = _refs[ref_id];
bool active = ref.is_active();
bool tree_changed = ex.tree_id != p_tree_id;
bool mask_changed = ex.tree_collision_mask != p_tree_collision_mask;
bool state_changed = tree_changed | mask_changed;
// Keep an eye on this for bugs of not noticing changes to objects,
// especially when changing client user masks that will not be detected as a change
// in the BVH. You may need to force a collision check in this case with recheck_pairs().
if (active && (tree_changed | mask_changed)) {
// record abb
TNode &tnode = _nodes[ref.tnode_id];
TLeaf &leaf = _node_get_leaf(tnode);
BVHABB_CLASS abb = leaf.get_aabb(ref.item_id);
// make sure current tree is correct prior to changing
uint32_t tree_id = _handle_get_tree_id(p_handle);
// remove from old tree
node_remove_item(ref_id, tree_id);
// we must set the pairable AFTER getting the current tree
// because the pairable status determines which tree
ex.tree_id = p_tree_id;
ex.tree_collision_mask = p_tree_collision_mask;
// add to new tree
tree_id = _handle_get_tree_id(p_handle);
create_root_node(tree_id);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], 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, tree_id);
}
}
} else {
// always keep this up to date
ex.tree_id = p_tree_id;
ex.tree_collision_mask = p_tree_collision_mask;
}
return state_changed;
}
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) {
BVHABB_CLASS 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) {
BOUNDS 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
}
void params_set_pairing_expansion(real_t p_value) {
if (p_value < 0.0) {
#ifdef BVH_ALLOW_AUTO_EXPANSION
_auto_pairing_expansion = true;
#endif
return;
}
#ifdef BVH_ALLOW_AUTO_EXPANSION
_auto_pairing_expansion = false;
#endif
_pairing_expansion = p_value;
// calculate shrinking threshold
const real_t fudge_factor = 1.1;
_aabb_shrinkage_threshold = _pairing_expansion * POINT::AXIS_COUNT * 2.0 * fudge_factor;
}
// This routine is not just an enclose check, it also checks for special case of shrinkage
bool expanded_aabb_encloses_not_shrink(const BOUNDS &p_expanded_aabb, const BOUNDS &p_aabb) const {
if (!p_expanded_aabb.encloses(p_aabb)) {
return false;
}
// Check for special case of shrinkage. If the aabb has shrunk
// significantly we want to create a new expanded bound, because
// the previous expanded bound will have diverged significantly.
const POINT &exp_size = p_expanded_aabb.size;
const POINT &new_size = p_aabb.size;
real_t exp_l = 0.0;
real_t new_l = 0.0;
for (int i = 0; i < POINT::AXIS_COUNT; ++i) {
exp_l += exp_size[i];
new_l += new_size[i];
}
// is difference above some metric
real_t diff = exp_l - new_l;
if (diff < _aabb_shrinkage_threshold) {
return true;
}
return false;
}