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authorreduz <reduzio@gmail.com>2020-12-19 16:45:40 -0300
committerreduz <reduzio@gmail.com>2020-12-19 20:23:37 -0300
commit5ff89931c765f5078b821d4a54231b37e5e9e024 (patch)
treef9c95701d47adc33eef4eff2a569f0b756218af9
parente9d12f9e4ea30a6c3f2cf179f104a153d668c2a3 (diff)
Add a Dynamic BVH implementation.
-Based on Bullet Dbvh, has style and functional changes. -Provides efficient pairing -Needed to optimize rendering -Needed to optimize physics This PR is up for others to review the implementation.
-rw-r--r--core/math/dynamic_bvh.cpp400
-rw-r--r--core/math/dynamic_bvh.h359
2 files changed, 759 insertions, 0 deletions
diff --git a/core/math/dynamic_bvh.cpp b/core/math/dynamic_bvh.cpp
new file mode 100644
index 0000000000..8486415c81
--- /dev/null
+++ b/core/math/dynamic_bvh.cpp
@@ -0,0 +1,400 @@
+/*************************************************************************/
+/* dynamic_bvh.cpp */
+/*************************************************************************/
+/* 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. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "dynamic_bvh.h"
+
+void DynamicBVH::_delete_node(Node *p_node) {
+ memdelete(p_node);
+}
+
+void DynamicBVH::_recurse_delete_node(Node *p_node) {
+ if (!p_node->is_leaf()) {
+ _recurse_delete_node(p_node->childs[0]);
+ _recurse_delete_node(p_node->childs[1]);
+ }
+ if (p_node == bvh_root) {
+ bvh_root = nullptr;
+ }
+ _delete_node(p_node);
+}
+
+DynamicBVH::Node *DynamicBVH::_create_node(Node *p_parent, void *p_data) {
+ Node *node = memnew(Node);
+ node->parent = p_parent;
+ node->data = p_data;
+ node->childs[1] = 0;
+ return (node);
+}
+
+DynamicBVH::Node *DynamicBVH::_create_node_with_volume(Node *p_parent, const Volume &p_volume, void *p_data) {
+ Node *node = _create_node(p_parent, p_data);
+ node->volume = p_volume;
+ return node;
+}
+
+void DynamicBVH::_insert_leaf(Node *p_root, Node *p_leaf) {
+ if (!bvh_root) {
+ bvh_root = p_leaf;
+ p_leaf->parent = 0;
+ } else {
+ if (!p_root->is_leaf()) {
+ do {
+ p_root = p_root->childs[p_leaf->volume.select_by_proximity(
+ p_root->childs[0]->volume,
+ p_root->childs[1]->volume)];
+ } while (!p_root->is_leaf());
+ }
+ Node *prev = p_root->parent;
+ Node *node = _create_node_with_volume(prev, p_leaf->volume.merge(p_root->volume), 0);
+ if (prev) {
+ prev->childs[p_root->get_index_in_parent()] = node;
+ node->childs[0] = p_root;
+ p_root->parent = node;
+ node->childs[1] = p_leaf;
+ p_leaf->parent = node;
+ do {
+ if (!prev->volume.contains(node->volume)) {
+ prev->volume = prev->childs[0]->volume.merge(prev->childs[1]->volume);
+ } else {
+ break;
+ }
+ node = prev;
+ } while (0 != (prev = node->parent));
+ } else {
+ node->childs[0] = p_root;
+ p_root->parent = node;
+ node->childs[1] = p_leaf;
+ p_leaf->parent = node;
+ bvh_root = node;
+ }
+ }
+}
+
+DynamicBVH::Node *DynamicBVH::_remove_leaf(Node *leaf) {
+ if (leaf == bvh_root) {
+ bvh_root = 0;
+ return (0);
+ } else {
+ Node *parent = leaf->parent;
+ Node *prev = parent->parent;
+ Node *sibling = parent->childs[1 - leaf->get_index_in_parent()];
+ if (prev) {
+ prev->childs[parent->get_index_in_parent()] = sibling;
+ sibling->parent = prev;
+ _delete_node(parent);
+ while (prev) {
+ const Volume pb = prev->volume;
+ prev->volume = prev->childs[0]->volume.merge(prev->childs[1]->volume);
+ if (pb.is_not_equal_to(prev->volume)) {
+ prev = prev->parent;
+ } else
+ break;
+ }
+ return (prev ? prev : bvh_root);
+ } else {
+ bvh_root = sibling;
+ sibling->parent = 0;
+ _delete_node(parent);
+ return (bvh_root);
+ }
+ }
+}
+
+void DynamicBVH::_fetch_leaves(Node *p_root, LocalVector<Node *> &r_leaves, int p_depth) {
+ if (p_root->is_internal() && p_depth) {
+ _fetch_leaves(p_root->childs[0], r_leaves, p_depth - 1);
+ _fetch_leaves(p_root->childs[1], r_leaves, p_depth - 1);
+ _delete_node(p_root);
+ } else {
+ r_leaves.push_back(p_root);
+ }
+}
+
+// Partitions leaves such that leaves[0, n) are on the
+// left of axis, and leaves[n, count) are on the right
+// of axis. returns N.
+int DynamicBVH::_split(Node **leaves, int p_count, const Vector3 &p_org, const Vector3 &p_axis) {
+ int begin = 0;
+ int end = p_count;
+ for (;;) {
+ while (begin != end && leaves[begin]->is_left_of_axis(p_org, p_axis)) {
+ ++begin;
+ }
+
+ if (begin == end) {
+ break;
+ }
+
+ while (begin != end && !leaves[end - 1]->is_left_of_axis(p_org, p_axis)) {
+ --end;
+ }
+
+ if (begin == end) {
+ break;
+ }
+
+ // swap out of place nodes
+ --end;
+ Node *temp = leaves[begin];
+ leaves[begin] = leaves[end];
+ leaves[end] = temp;
+ ++begin;
+ }
+
+ return begin;
+}
+
+DynamicBVH::Volume DynamicBVH::_bounds(Node **leaves, int p_count) {
+ Volume volume = leaves[0]->volume;
+ for (int i = 1, ni = p_count; i < ni; ++i) {
+ volume = volume.merge(leaves[i]->volume);
+ }
+ return (volume);
+}
+
+void DynamicBVH::_bottom_up(Node **leaves, int p_count) {
+ while (p_count > 1) {
+ real_t minsize = Math_INF;
+ int minidx[2] = { -1, -1 };
+ for (int i = 0; i < p_count; ++i) {
+ for (int j = i + 1; j < p_count; ++j) {
+ const real_t sz = leaves[i]->volume.merge(leaves[j]->volume).get_size();
+ if (sz < minsize) {
+ minsize = sz;
+ minidx[0] = i;
+ minidx[1] = j;
+ }
+ }
+ }
+ Node *n[] = { leaves[minidx[0]], leaves[minidx[1]] };
+ Node *p = _create_node_with_volume(nullptr, n[0]->volume.merge(n[1]->volume), nullptr);
+ p->childs[0] = n[0];
+ p->childs[1] = n[1];
+ n[0]->parent = p;
+ n[1]->parent = p;
+ leaves[minidx[0]] = p;
+ leaves[minidx[1]] = leaves[p_count - 1];
+ --p_count;
+ }
+}
+
+DynamicBVH::Node *DynamicBVH::_top_down(Node **leaves, int p_count, int p_bu_threshold) {
+ static const Vector3 axis[] = { Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1) };
+
+ ERR_FAIL_COND_V(p_bu_threshold <= 1, nullptr);
+ if (p_count > 1) {
+ if (p_count > p_bu_threshold) {
+ const Volume vol = _bounds(leaves, p_count);
+ const Vector3 org = vol.get_center();
+ int partition;
+ int bestaxis = -1;
+ int bestmidp = p_count;
+ int splitcount[3][2] = { { 0, 0 }, { 0, 0 }, { 0, 0 } };
+ int i;
+ for (i = 0; i < p_count; ++i) {
+ const Vector3 x = leaves[i]->volume.get_center() - org;
+ for (int j = 0; j < 3; ++j) {
+ ++splitcount[j][x.dot(axis[j]) > 0 ? 1 : 0];
+ }
+ }
+ for (i = 0; i < 3; ++i) {
+ if ((splitcount[i][0] > 0) && (splitcount[i][1] > 0)) {
+ const int midp = (int)Math::abs(real_t(splitcount[i][0] - splitcount[i][1]));
+ if (midp < bestmidp) {
+ bestaxis = i;
+ bestmidp = midp;
+ }
+ }
+ }
+ if (bestaxis >= 0) {
+ partition = _split(leaves, p_count, org, axis[bestaxis]);
+ ERR_FAIL_COND_V(partition == 0 || partition == p_count, nullptr);
+ } else {
+ partition = p_count / 2 + 1;
+ }
+
+ Node *node = _create_node_with_volume(nullptr, vol, nullptr);
+ node->childs[0] = _top_down(&leaves[0], partition, p_bu_threshold);
+ node->childs[1] = _top_down(&leaves[partition], p_count - partition, p_bu_threshold);
+ node->childs[0]->parent = node;
+ node->childs[1]->parent = node;
+ return (node);
+ } else {
+ _bottom_up(leaves, p_count);
+ return (leaves[0]);
+ }
+ }
+ return (leaves[0]);
+}
+
+DynamicBVH::Node *DynamicBVH::_node_sort(Node *n, Node *&r) {
+ Node *p = n->parent;
+ ERR_FAIL_COND_V(!n->is_internal(), nullptr);
+ if (p > n) {
+ const int i = n->get_index_in_parent();
+ const int j = 1 - i;
+ Node *s = p->childs[j];
+ Node *q = p->parent;
+ ERR_FAIL_COND_V(n != p->childs[i], nullptr);
+ if (q)
+ q->childs[p->get_index_in_parent()] = n;
+ else
+ r = n;
+ s->parent = n;
+ p->parent = n;
+ n->parent = q;
+ p->childs[0] = n->childs[0];
+ p->childs[1] = n->childs[1];
+ n->childs[0]->parent = p;
+ n->childs[1]->parent = p;
+ n->childs[i] = p;
+ n->childs[j] = s;
+ SWAP(p->volume, n->volume);
+ return (p);
+ }
+ return (n);
+}
+
+void DynamicBVH::clear() {
+ if (bvh_root) {
+ _recurse_delete_node(bvh_root);
+ }
+ lkhd = -1;
+ opath = 0;
+}
+
+void DynamicBVH::optimize_bottom_up() {
+ if (bvh_root) {
+ LocalVector<Node *> leaves;
+ _fetch_leaves(bvh_root, leaves);
+ _bottom_up(&leaves[0], leaves.size());
+ bvh_root = leaves[0];
+ }
+}
+
+void DynamicBVH::optimize_top_down(int bu_threshold) {
+ if (bvh_root) {
+ LocalVector<Node *> leaves;
+ _fetch_leaves(bvh_root, leaves);
+ bvh_root = _top_down(&leaves[0], leaves.size(), bu_threshold);
+ }
+}
+
+void DynamicBVH::optimize_incremental(int passes) {
+ if (passes < 0)
+ passes = total_leaves;
+ if (bvh_root && (passes > 0)) {
+ do {
+ Node *node = bvh_root;
+ unsigned bit = 0;
+ while (node->is_internal()) {
+ node = _node_sort(node, bvh_root)->childs[(opath >> bit) & 1];
+ bit = (bit + 1) & (sizeof(unsigned) * 8 - 1);
+ }
+ _update(node);
+ ++opath;
+ } while (--passes);
+ }
+}
+
+DynamicBVH::ID DynamicBVH::insert(const AABB &p_box, void *p_userdata) {
+ Volume volume;
+ volume.min = p_box.position;
+ volume.max = p_box.position + p_box.size;
+
+ Node *leaf = _create_node_with_volume(nullptr, volume, p_userdata);
+ _insert_leaf(bvh_root, leaf);
+ ++total_leaves;
+
+ ID id;
+ id.node = leaf;
+ return id;
+}
+
+void DynamicBVH::_update(Node *leaf, int lookahead) {
+ Node *root = _remove_leaf(leaf);
+ if (root) {
+ if (lookahead >= 0) {
+ for (int i = 0; (i < lookahead) && root->parent; ++i) {
+ root = root->parent;
+ }
+ } else
+ root = bvh_root;
+ }
+ _insert_leaf(root, leaf);
+}
+
+void DynamicBVH::update(const ID &p_id, const AABB &p_box) {
+ ERR_FAIL_COND(!p_id.is_valid());
+ Node *leaf = p_id.node;
+ Node *base = _remove_leaf(leaf);
+ Volume volume;
+ volume.min = p_box.position;
+ volume.max = p_box.position + p_box.size;
+ if (base) {
+ if (lkhd >= 0) {
+ for (int i = 0; (i < lkhd) && base->parent; ++i) {
+ base = base->parent;
+ }
+ } else
+ base = bvh_root;
+ }
+ leaf->volume = volume;
+ _insert_leaf(base, leaf);
+}
+
+void DynamicBVH::remove(const ID &p_id) {
+ ERR_FAIL_COND(!p_id.is_valid());
+ Node *leaf = p_id.node;
+ _remove_leaf(leaf);
+ _delete_node(leaf);
+ --total_leaves;
+}
+
+void DynamicBVH::_extract_leaves(Node *p_node, List<ID> *r_elements) {
+ if (p_node->is_internal()) {
+ _extract_leaves(p_node->childs[0], r_elements);
+ _extract_leaves(p_node->childs[1], r_elements);
+ } else {
+ ID id;
+ id.node = p_node;
+ r_elements->push_back(id);
+ }
+}
+
+void DynamicBVH::get_elements(List<ID> *r_elements) {
+ if (bvh_root) {
+ _extract_leaves(bvh_root, r_elements);
+ }
+}
+
+DynamicBVH::~DynamicBVH() {
+ clear();
+}
diff --git a/core/math/dynamic_bvh.h b/core/math/dynamic_bvh.h
new file mode 100644
index 0000000000..81d70d7469
--- /dev/null
+++ b/core/math/dynamic_bvh.h
@@ -0,0 +1,359 @@
+/*************************************************************************/
+/* dynamic_bvh.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. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef DYNAMICBVH_H
+#define DYNAMICBVH_H
+
+#include "core/math/aabb.h"
+#include "core/templates/list.h"
+#include "core/templates/local_vector.h"
+#include "core/typedefs.h"
+
+// Based on bullet Dbvh
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+///DynamicBVH implementation by Nathanael Presson
+// The DynamicBVH class implements a fast dynamic bounding volume tree based on axis aligned bounding boxes (aabb tree).
+
+class DynamicBVH {
+ struct Node;
+
+public:
+ struct ID {
+ Node *node;
+
+ public:
+ _FORCE_INLINE_ bool is_valid() const { return node != nullptr; }
+ _FORCE_INLINE_ ID() {
+ node = nullptr;
+ }
+ };
+
+private:
+ struct Volume {
+ Vector3 min, max;
+
+ _FORCE_INLINE_ Vector3 get_center() const { return ((min + max) / 2); }
+ _FORCE_INLINE_ Vector3 get_length() const { return (max - min); }
+
+ _FORCE_INLINE_ bool contains(const Volume &a) const {
+ return ((min.x <= a.min.x) &&
+ (min.y <= a.min.y) &&
+ (min.z <= a.min.z) &&
+ (max.x >= a.max.x) &&
+ (max.y >= a.max.y) &&
+ (max.z >= a.max.z));
+ }
+
+ _FORCE_INLINE_ Volume merge(const Volume &b) const {
+ Volume r;
+ for (int i = 0; i < 3; ++i) {
+ if (min[i] < b.min[i])
+ r.min[i] = min[i];
+ else
+ r.min[i] = b.min[i];
+ if (max[i] > b.max[i])
+ r.max[i] = max[i];
+ else
+ r.max[i] = b.max[i];
+ }
+ return r;
+ }
+
+ _FORCE_INLINE_ real_t get_size() const {
+ const Vector3 edges = get_length();
+ return (edges.x * edges.y * edges.z +
+ edges.x + edges.y + edges.z);
+ }
+
+ _FORCE_INLINE_ bool is_not_equal_to(const Volume &b) const {
+ return ((min.x != b.min.x) ||
+ (min.y != b.min.y) ||
+ (min.z != b.min.z) ||
+ (max.x != b.max.x) ||
+ (max.y != b.max.y) ||
+ (max.z != b.max.z));
+ }
+
+ _FORCE_INLINE_ real_t get_proximity_to(const Volume &b) const {
+ const Vector3 d = (min + max) - (b.min + b.max);
+ return (Math::abs(d.x) + Math::abs(d.y) + Math::abs(d.z));
+ }
+
+ _FORCE_INLINE_ int select_by_proximity(const Volume &a, const Volume &b) const {
+ return (get_proximity_to(a) < get_proximity_to(b) ? 0 : 1);
+ }
+
+ //
+ _FORCE_INLINE_ bool intersects(const Volume &b) const {
+ return ((min.x <= b.max.x) &&
+ (max.x >= b.min.x) &&
+ (min.y <= b.max.y) &&
+ (max.y >= b.min.y) &&
+ (min.z <= b.max.z) &&
+ (max.z >= b.min.z));
+ }
+ };
+
+ struct Node {
+ Volume volume;
+ Node *parent = nullptr;
+ union {
+ Node *childs[2];
+ void *data;
+ };
+
+ _FORCE_INLINE_ bool is_leaf() const { return data != nullptr; }
+ _FORCE_INLINE_ bool is_internal() const { return (!is_leaf()); }
+
+ _FORCE_INLINE_ int get_index_in_parent() const {
+ ERR_FAIL_COND_V(!parent, 0);
+ return (parent->childs[1] == this) ? 1 : 0;
+ }
+ _FORCE_INLINE_ void get_max_depth(int depth, int &maxdepth) {
+ if (is_internal()) {
+ childs[0]->get_max_depth(depth + 1, maxdepth);
+ childs[1]->get_max_depth(depth + 1, maxdepth);
+ } else {
+ maxdepth = MAX(maxdepth, depth);
+ }
+ }
+
+ //
+ int count_leaves() const {
+ if (is_internal())
+ return childs[0]->count_leaves() + childs[1]->count_leaves();
+ else
+ return (1);
+ }
+
+ bool is_left_of_axis(const Vector3 &org, const Vector3 &axis) const {
+ return axis.dot(volume.get_center() - org) <= 0;
+ }
+
+ Node() {
+ childs[0] = nullptr;
+ childs[1] = nullptr;
+ }
+ };
+
+ // Fields
+ Node *bvh_root = nullptr;
+ int lkhd = -1;
+ int total_leaves = 0;
+ uint32_t opath = 0;
+
+ enum {
+ ALLOCA_STACK_SIZE = 128
+ };
+
+ _FORCE_INLINE_ void _delete_node(Node *p_node);
+ void _recurse_delete_node(Node *p_node);
+ _FORCE_INLINE_ Node *_create_node(Node *p_parent, void *p_data);
+ _FORCE_INLINE_ DynamicBVH::Node *_create_node_with_volume(Node *p_parent, const Volume &p_volume, void *p_data);
+ _FORCE_INLINE_ void _insert_leaf(Node *p_root, Node *p_leaf);
+ _FORCE_INLINE_ Node *_remove_leaf(Node *leaf);
+ void _fetch_leaves(Node *p_root, LocalVector<Node *> &r_leaves, int p_depth = -1);
+ static int _split(Node **leaves, int p_count, const Vector3 &p_org, const Vector3 &p_axis);
+ static Volume _bounds(Node **leaves, int p_count);
+ void _bottom_up(Node **leaves, int p_count);
+ Node *_top_down(Node **leaves, int p_count, int p_bu_threshold);
+ Node *_node_sort(Node *n, Node *&r);
+
+ _FORCE_INLINE_ void _update(Node *leaf, int lookahead = -1);
+
+ void _extract_leaves(Node *p_node, List<ID> *r_elements);
+
+ _FORCE_INLINE_ bool _ray_aabb(const Vector3 &rayFrom, const Vector3 &rayInvDirection, const unsigned int raySign[3], const Vector3 bounds[2], real_t &tmin, real_t lambda_min, real_t lambda_max) {
+ real_t tmax, tymin, tymax, tzmin, tzmax;
+ tmin = (bounds[raySign[0]].x - rayFrom.x) * rayInvDirection.x;
+ tmax = (bounds[1 - raySign[0]].x - rayFrom.x) * rayInvDirection.x;
+ tymin = (bounds[raySign[1]].y - rayFrom.y) * rayInvDirection.y;
+ tymax = (bounds[1 - raySign[1]].y - rayFrom.y) * rayInvDirection.y;
+
+ if ((tmin > tymax) || (tymin > tmax))
+ return false;
+
+ if (tymin > tmin)
+ tmin = tymin;
+
+ if (tymax < tmax)
+ tmax = tymax;
+
+ tzmin = (bounds[raySign[2]].z - rayFrom.z) * rayInvDirection.z;
+ tzmax = (bounds[1 - raySign[2]].z - rayFrom.z) * rayInvDirection.z;
+
+ if ((tmin > tzmax) || (tzmin > tmax))
+ return false;
+ if (tzmin > tmin)
+ tmin = tzmin;
+ if (tzmax < tmax)
+ tmax = tzmax;
+ return ((tmin < lambda_max) && (tmax > lambda_min));
+ }
+
+public:
+ // Methods
+ void clear();
+ bool empty() const { return (0 == bvh_root); }
+ void optimize_bottom_up();
+ void optimize_top_down(int bu_threshold = 128);
+ void optimize_incremental(int passes);
+ ID insert(const AABB &p_box, void *p_userdata);
+ void update(const ID &p_id, const AABB &p_box);
+ void remove(const ID &p_id);
+ void get_elements(List<ID> *r_elements);
+
+ /* Discouraged, but works as a reference on how it must be used */
+ struct DefaultQueryResult {
+ virtual bool operator()(void *p_data) = 0; //return true whether you want to continue the query
+ virtual ~DefaultQueryResult() {}
+ };
+
+ template <class QueryResult>
+ _FORCE_INLINE_ void aabb_query(const AABB &p_aabb, QueryResult &r_result);
+ template <class QueryResult>
+ _FORCE_INLINE_ void ray_query(const Vector3 &p_from, const Vector3 &p_to, QueryResult &r_result);
+
+ DynamicBVH();
+ ~DynamicBVH();
+};
+
+template <class QueryResult>
+void DynamicBVH::aabb_query(const AABB &p_box, QueryResult &r_result) {
+ if (!bvh_root) {
+ return;
+ }
+
+ Volume volume;
+ volume.min = p_box.position;
+ volume.max = p_box.position + p_box.size;
+
+ const Node **stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
+ stack[0] = bvh_root;
+ int32_t depth = 1;
+ int32_t threshold = ALLOCA_STACK_SIZE - 2;
+
+ LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
+
+ do {
+ const Node *n = stack[depth - 1];
+ depth--;
+ if (n->volume.intersects(volume)) {
+ if (n->is_internal()) {
+ if (depth > threshold) {
+ if (aux_stack.empty()) {
+ aux_stack.resize(ALLOCA_STACK_SIZE * 2);
+ copymem(aux_stack.ptr(), stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
+ } else {
+ aux_stack.resize(aux_stack.size() * 2);
+ }
+ stack = aux_stack.ptr();
+ threshold = aux_stack.size() - 2;
+ }
+ stack[depth++] = n->childs[0];
+ stack[depth++] = n->childs[1];
+ } else {
+ if (r_result(n->data)) {
+ return;
+ }
+ }
+ }
+ } while (depth > 0);
+}
+
+template <class QueryResult>
+void DynamicBVH::ray_query(const Vector3 &p_from, const Vector3 &p_to, QueryResult &r_result) {
+ Vector3 ray_dir = (p_to - p_from);
+ ray_dir.normalize();
+
+ ///what about division by zero? --> just set rayDirection[i] to INF/B3_LARGE_FLOAT
+ Vector3 inv_dir;
+ inv_dir[0] = ray_dir[0] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[0];
+ inv_dir[1] = ray_dir[1] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[1];
+ inv_dir[2] = ray_dir[2] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[2];
+ unsigned int signs[3] = { inv_dir[0] < 0.0, inv_dir[1] < 0.0, inv_dir[2] < 0.0 };
+
+ real_t lambda_max = ray_dir.dot(p_to - p_from);
+
+ Vector3 bounds[2];
+
+ const Node **stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
+ stack[0] = bvh_root;
+ int32_t depth = 1;
+ int32_t threshold = ALLOCA_STACK_SIZE - 2;
+
+ LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
+
+ do {
+ const Node *node = stack[--depth];
+ bounds[0] = node->volume.min;
+ bounds[1] = node->volume.max;
+ real_t tmin = 1.f, lambda_min = 0.f;
+ unsigned int result1 = false;
+ result1 = _ray_aabb(p_from, inv_dir, signs, bounds, tmin, lambda_min, lambda_max);
+ if (result1) {
+ if (node->is_internal()) {
+ if (depth > threshold) {
+ if (aux_stack.empty()) {
+ aux_stack.resize(ALLOCA_STACK_SIZE * 2);
+ copymem(aux_stack.ptr(), stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
+ } else {
+ aux_stack.resize(aux_stack.size() * 2);
+ }
+ stack = aux_stack.ptr();
+ threshold = aux_stack.size() - 2;
+ }
+ stack[depth++] = node->childs[0];
+ stack[depth++] = node->childs[1];
+ } else {
+ if (r_result(node->data)) {
+ return;
+ }
+ }
+ }
+ } while (depth > 0);
+}
+
+#endif // DYNAMICBVH_H