bvh_tree.h 14 KB

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  1. /**************************************************************************/
  2. /* bvh_tree.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef BVH_TREE_H
  31. #define BVH_TREE_H
  32. // BVH Tree
  33. // This is an implementation of a dynamic BVH with templated leaf size.
  34. // This differs from most dynamic BVH in that it can handle more than 1 object
  35. // in leaf nodes. This can make it far more efficient in certain circumstances.
  36. // It also means that the splitting logic etc have to be completely different
  37. // to a simpler tree.
  38. // Note that MAX_CHILDREN should be fixed at 2 for now.
  39. #include "core/local_vector.h"
  40. #include "core/math/aabb.h"
  41. #include "core/math/bvh_abb.h"
  42. #include "core/math/geometry.h"
  43. #include "core/math/vector3.h"
  44. #include "core/pooled_list.h"
  45. #include "core/print_string.h"
  46. #include <limits.h>
  47. #define BVHABB_CLASS BVH_ABB<BOUNDS, POINT>
  48. // not sure if this is better yet so making optional
  49. #define BVH_EXPAND_LEAF_AABBS
  50. // never do these checks in release
  51. #if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
  52. //#define BVH_VERBOSE
  53. //#define BVH_VERBOSE_TREE
  54. //#define BVH_VERBOSE_PAIRING
  55. //#define BVH_VERBOSE_MOVES
  56. //#define BVH_VERBOSE_FRAME
  57. //#define BVH_CHECKS
  58. //#define BVH_INTEGRITY_CHECKS
  59. #endif
  60. // debug only assert
  61. #ifdef BVH_CHECKS
  62. #define BVH_ASSERT(a) CRASH_COND((a) == false)
  63. #else
  64. #define BVH_ASSERT(a)
  65. #endif
  66. #ifdef BVH_VERBOSE
  67. #define VERBOSE_PRINT print_line
  68. #else
  69. #define VERBOSE_PRINT(a)
  70. #endif
  71. // really just a namespace
  72. struct BVHCommon {
  73. // these could possibly also be the same constant,
  74. // although this may be useful for debugging.
  75. // or use zero for invalid and +1 based indices.
  76. static const uint32_t INVALID = (0xffffffff);
  77. static const uint32_t INACTIVE = (0xfffffffe);
  78. };
  79. // really a handle, can be anything
  80. // note that zero is a valid reference for the BVH .. this may involve using
  81. // a plus one based ID for clients that expect 0 to be invalid.
  82. struct BVHHandle {
  83. // conversion operator
  84. operator uint32_t() const { return _data; }
  85. void set(uint32_t p_value) { _data = p_value; }
  86. uint32_t _data;
  87. void set_invalid() { _data = BVHCommon::INVALID; }
  88. bool is_invalid() const { return _data == BVHCommon::INVALID; }
  89. uint32_t id() const { return _data; }
  90. void set_id(uint32_t p_id) { _data = p_id; }
  91. bool operator==(const BVHHandle &p_h) const { return _data == p_h._data; }
  92. bool operator!=(const BVHHandle &p_h) const { return (*this == p_h) == false; }
  93. };
  94. // helper class to make iterative versions of recursive functions
  95. template <class T>
  96. class BVH_IterativeInfo {
  97. public:
  98. enum {
  99. ALLOCA_STACK_SIZE = 128
  100. };
  101. int32_t depth = 1;
  102. int32_t threshold = ALLOCA_STACK_SIZE - 2;
  103. T *stack;
  104. //only used in rare occasions when you run out of alloca memory
  105. // because tree is too unbalanced.
  106. LocalVector<T> aux_stack;
  107. int32_t get_alloca_stacksize() const { return ALLOCA_STACK_SIZE * sizeof(T); }
  108. T *get_first() const {
  109. return &stack[0];
  110. }
  111. // pop the last member of the stack, or return false
  112. bool pop(T &r_value) {
  113. if (!depth) {
  114. return false;
  115. }
  116. depth--;
  117. r_value = stack[depth];
  118. return true;
  119. }
  120. // request new addition to stack
  121. T *request() {
  122. if (depth > threshold) {
  123. if (aux_stack.empty()) {
  124. aux_stack.resize(ALLOCA_STACK_SIZE * 2);
  125. memcpy(aux_stack.ptr(), stack, get_alloca_stacksize());
  126. } else {
  127. aux_stack.resize(aux_stack.size() * 2);
  128. }
  129. stack = aux_stack.ptr();
  130. threshold = aux_stack.size() - 2;
  131. }
  132. return &stack[depth++];
  133. }
  134. };
  135. template <class T>
  136. class BVH_DummyPairTestFunction {
  137. public:
  138. static bool user_collision_check(T *p_a, T *p_b) {
  139. // return false if no collision, decided by masks etc
  140. return true;
  141. }
  142. };
  143. template <class T>
  144. class BVH_DummyCullTestFunction {
  145. public:
  146. static bool user_cull_check(T *p_a, T *p_b) {
  147. // return false if no collision
  148. return true;
  149. }
  150. };
  151. template <class T, int NUM_TREES, int MAX_CHILDREN, int MAX_ITEMS, class USER_PAIR_TEST_FUNCTION = BVH_DummyPairTestFunction<T>, class USER_CULL_TEST_FUNCTION = BVH_DummyCullTestFunction<T>, bool USE_PAIRS = false, class BOUNDS = AABB, class POINT = Vector3>
  152. class BVH_Tree {
  153. friend class BVH;
  154. #include "bvh_pair.inc"
  155. #include "bvh_structs.inc"
  156. public:
  157. BVH_Tree() {
  158. for (int n = 0; n < NUM_TREES; n++) {
  159. _root_node_id[n] = BVHCommon::INVALID;
  160. }
  161. // disallow zero leaf ids
  162. // (as these ids are stored as negative numbers in the node)
  163. uint32_t dummy_leaf_id;
  164. _leaves.request(dummy_leaf_id);
  165. // In many cases you may want to change this default in the client code,
  166. // or expose this value to the user.
  167. // This default may make sense for a typically scaled 3d game, but maybe not for 2d on a pixel scale.
  168. params_set_pairing_expansion(0.1);
  169. }
  170. private:
  171. bool node_add_child(uint32_t p_node_id, uint32_t p_child_node_id) {
  172. TNode &tnode = _nodes[p_node_id];
  173. if (tnode.is_full_of_children()) {
  174. return false;
  175. }
  176. tnode.children[tnode.num_children] = p_child_node_id;
  177. tnode.num_children += 1;
  178. // back link in the child to the parent
  179. TNode &tnode_child = _nodes[p_child_node_id];
  180. tnode_child.parent_id = p_node_id;
  181. return true;
  182. }
  183. void node_replace_child(uint32_t p_parent_id, uint32_t p_old_child_id, uint32_t p_new_child_id) {
  184. TNode &parent = _nodes[p_parent_id];
  185. BVH_ASSERT(!parent.is_leaf());
  186. int child_num = parent.find_child(p_old_child_id);
  187. BVH_ASSERT(child_num != BVHCommon::INVALID);
  188. parent.children[child_num] = p_new_child_id;
  189. TNode &new_child = _nodes[p_new_child_id];
  190. new_child.parent_id = p_parent_id;
  191. }
  192. void node_remove_child(uint32_t p_parent_id, uint32_t p_child_id, uint32_t p_tree_id, bool p_prevent_sibling = false) {
  193. TNode &parent = _nodes[p_parent_id];
  194. BVH_ASSERT(!parent.is_leaf());
  195. int child_num = parent.find_child(p_child_id);
  196. BVH_ASSERT(child_num != BVHCommon::INVALID);
  197. parent.remove_child_internal(child_num);
  198. // no need to keep back references for children at the moment
  199. uint32_t sibling_id; // always a node id, as tnode is never a leaf
  200. bool sibling_present = false;
  201. // if there are more children, or this is the root node, don't try and delete
  202. if (parent.num_children > 1) {
  203. return;
  204. }
  205. // if there is 1 sibling, it can be moved to be a child of the
  206. if (parent.num_children == 1) {
  207. // else there is now a redundant node with one child, which can be removed
  208. sibling_id = parent.children[0];
  209. sibling_present = true;
  210. }
  211. // now there may be no children in this node .. in which case it can be deleted
  212. // remove node if empty
  213. // remove link from parent
  214. uint32_t grandparent_id = parent.parent_id;
  215. // special case for root node
  216. if (grandparent_id == BVHCommon::INVALID) {
  217. if (sibling_present) {
  218. // change the root node
  219. change_root_node(sibling_id, p_tree_id);
  220. // delete the old root node as no longer needed
  221. node_free_node_and_leaf(p_parent_id);
  222. }
  223. return;
  224. }
  225. if (sibling_present) {
  226. node_replace_child(grandparent_id, p_parent_id, sibling_id);
  227. } else {
  228. node_remove_child(grandparent_id, p_parent_id, p_tree_id, true);
  229. }
  230. // put the node on the free list to recycle
  231. node_free_node_and_leaf(p_parent_id);
  232. }
  233. // A node can either be a node, or a node AND a leaf combo.
  234. // Both must be deleted to prevent a leak.
  235. void node_free_node_and_leaf(uint32_t p_node_id) {
  236. TNode &node = _nodes[p_node_id];
  237. if (node.is_leaf()) {
  238. int leaf_id = node.get_leaf_id();
  239. _leaves.free(leaf_id);
  240. }
  241. _nodes.free(p_node_id);
  242. }
  243. void change_root_node(uint32_t p_new_root_id, uint32_t p_tree_id) {
  244. _root_node_id[p_tree_id] = p_new_root_id;
  245. TNode &root = _nodes[p_new_root_id];
  246. // mark no parent
  247. root.parent_id = BVHCommon::INVALID;
  248. }
  249. void node_make_leaf(uint32_t p_node_id) {
  250. uint32_t child_leaf_id;
  251. TLeaf *child_leaf = _leaves.request(child_leaf_id);
  252. child_leaf->clear();
  253. // zero is reserved at startup, to prevent this id being used
  254. // (as they are stored as negative values in the node, and zero is already taken)
  255. BVH_ASSERT(child_leaf_id != 0);
  256. TNode &node = _nodes[p_node_id];
  257. node.neg_leaf_id = -(int)child_leaf_id;
  258. }
  259. void node_remove_item(uint32_t p_ref_id, uint32_t p_tree_id, BVHABB_CLASS *r_old_aabb = nullptr) {
  260. // get the reference
  261. ItemRef &ref = _refs[p_ref_id];
  262. uint32_t owner_node_id = ref.tnode_id;
  263. // debug draw special
  264. // This may not be needed
  265. if (owner_node_id == BVHCommon::INVALID) {
  266. return;
  267. }
  268. TNode &tnode = _nodes[owner_node_id];
  269. CRASH_COND(!tnode.is_leaf());
  270. TLeaf &leaf = _node_get_leaf(tnode);
  271. // if the aabb is not determining the corner size, then there is no need to refit!
  272. // (optimization, as merging AABBs takes a lot of time)
  273. const BVHABB_CLASS &old_aabb = leaf.get_aabb(ref.item_id);
  274. // shrink a little to prevent using corner aabbs
  275. // in order to miss the corners first we shrink by node_expansion
  276. // (which is added to the overall bound of the leaf), then we also
  277. // shrink by an epsilon, in order to miss out the very corner aabbs
  278. // which are important in determining the bound. Any other aabb
  279. // within this can be removed and not affect the overall bound.
  280. BVHABB_CLASS node_bound = tnode.aabb;
  281. node_bound.expand(-_node_expansion - 0.001f);
  282. bool refit = true;
  283. if (node_bound.is_other_within(old_aabb)) {
  284. refit = false;
  285. }
  286. // record the old aabb if required (for incremental remove_and_reinsert)
  287. if (r_old_aabb) {
  288. *r_old_aabb = old_aabb;
  289. }
  290. leaf.remove_item_unordered(ref.item_id);
  291. if (leaf.num_items) {
  292. // the swapped item has to have its reference changed to, to point to the new item id
  293. uint32_t swapped_ref_id = leaf.get_item_ref_id(ref.item_id);
  294. ItemRef &swapped_ref = _refs[swapped_ref_id];
  295. swapped_ref.item_id = ref.item_id;
  296. // only have to refit if it is an edge item
  297. // This is a VERY EXPENSIVE STEP
  298. // we defer the refit updates until the update function is called once per frame
  299. if (refit) {
  300. leaf.set_dirty(true);
  301. }
  302. } else {
  303. // remove node if empty
  304. // remove link from parent
  305. if (tnode.parent_id != BVHCommon::INVALID) {
  306. // DANGER .. this can potentially end up with root node with 1 child ...
  307. // we don't want this and must check for it
  308. uint32_t parent_id = tnode.parent_id;
  309. node_remove_child(parent_id, owner_node_id, p_tree_id);
  310. refit_upward(parent_id);
  311. // put the node on the free list to recycle
  312. node_free_node_and_leaf(owner_node_id);
  313. }
  314. // else if no parent, it is the root node. Do not delete
  315. }
  316. ref.tnode_id = BVHCommon::INVALID;
  317. ref.item_id = BVHCommon::INVALID; // unset
  318. }
  319. // returns true if needs refit of PARENT tree only, the node itself AABB is calculated
  320. // within this routine
  321. bool _node_add_item(uint32_t p_node_id, uint32_t p_ref_id, const BVHABB_CLASS &p_aabb) {
  322. ItemRef &ref = _refs[p_ref_id];
  323. ref.tnode_id = p_node_id;
  324. TNode &node = _nodes[p_node_id];
  325. BVH_ASSERT(node.is_leaf());
  326. TLeaf &leaf = _node_get_leaf(node);
  327. // optimization - we only need to do a refit
  328. // if the added item is changing the AABB of the node.
  329. // in most cases it won't.
  330. bool needs_refit = true;
  331. // expand bound now
  332. BVHABB_CLASS expanded = p_aabb;
  333. expanded.expand(_node_expansion);
  334. // the bound will only be valid if there is an item in there already
  335. if (leaf.num_items) {
  336. if (node.aabb.is_other_within(expanded)) {
  337. // no change to node AABBs
  338. needs_refit = false;
  339. } else {
  340. node.aabb.merge(expanded);
  341. }
  342. } else {
  343. // bound of the node = the new aabb
  344. node.aabb = expanded;
  345. }
  346. ref.item_id = leaf.request_item();
  347. BVH_ASSERT(ref.item_id != BVHCommon::INVALID);
  348. // set the aabb of the new item
  349. leaf.get_aabb(ref.item_id) = p_aabb;
  350. // back reference on the item back to the item reference
  351. leaf.get_item_ref_id(ref.item_id) = p_ref_id;
  352. return needs_refit;
  353. }
  354. uint32_t _node_create_another_child(uint32_t p_node_id, const BVHABB_CLASS &p_aabb) {
  355. uint32_t child_node_id;
  356. TNode *child_node = _nodes.request(child_node_id);
  357. child_node->clear();
  358. // may not be necessary
  359. child_node->aabb = p_aabb;
  360. node_add_child(p_node_id, child_node_id);
  361. return child_node_id;
  362. }
  363. #include "bvh_cull.inc"
  364. #include "bvh_debug.inc"
  365. #include "bvh_integrity.inc"
  366. #include "bvh_logic.inc"
  367. #include "bvh_misc.inc"
  368. #include "bvh_public.inc"
  369. #include "bvh_refit.inc"
  370. #include "bvh_split.inc"
  371. };
  372. #undef VERBOSE_PRINT
  373. #endif // BVH_TREE_H