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