godot/core/math/bvh_abb.h
lawnjelly 690e07b509 Dynamic BVH for rendering and godot physics
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.

Switchable in project settings between using octree or BVH for rendering and physics.
2021-01-12 12:12:10 +00:00

253 lines
7.6 KiB
C++

/*************************************************************************/
/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#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