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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-05-11 13:22:50 +0200
committerGitHub <noreply@github.com>2021-05-11 13:22:50 +0200
commit5f3395100973ba86d0c8ba3470e0f7b97baa16db (patch)
tree01464dd744234324ca66e6ef753877c9810708ce /core/math/bvh_refit.inc
parent063ccaa8688438297b3c6b433175ad2ac47488be (diff)
parent3877ed73d01bbbf764d0a2756fe6b310ba9dc6f4 (diff)
Merge pull request #48629 from nekomatata/dynamic-bvh-broadphase-4.0
Dynamic BVH broadphase in 2D & 3D Godot Physics
Diffstat (limited to 'core/math/bvh_refit.inc')
-rw-r--r--core/math/bvh_refit.inc141
1 files changed, 141 insertions, 0 deletions
diff --git a/core/math/bvh_refit.inc b/core/math/bvh_refit.inc
new file mode 100644
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+++ b/core/math/bvh_refit.inc
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+void _debug_node_verify_bound(uint32_t p_node_id) {
+ TNode &node = _nodes[p_node_id];
+ BVHABB_CLASS abb_before = node.aabb;
+
+ node_update_aabb(node);
+
+ BVHABB_CLASS abb_after = node.aabb;
+ CRASH_COND(abb_before != abb_after);
+}
+
+void node_update_aabb(TNode &tnode) {
+ tnode.aabb.set_to_max_opposite_extents();
+ tnode.height = 0;
+
+ if (!tnode.is_leaf()) {
+ for (int n = 0; n < tnode.num_children; n++) {
+ uint32_t child_node_id = tnode.children[n];
+
+ // merge with child aabb
+ const TNode &tchild = _nodes[child_node_id];
+ tnode.aabb.merge(tchild.aabb);
+
+ // do heights at the same time
+ if (tchild.height > tnode.height) {
+ tnode.height = tchild.height;
+ }
+ }
+
+ // the height of a non leaf is always 1 bigger than the biggest child
+ tnode.height++;
+
+#ifdef BVH_CHECKS
+ if (!tnode.num_children) {
+ // the 'blank' aabb will screw up parent aabbs
+ WARN_PRINT("BVH_Tree::TNode no children, AABB is undefined");
+ }
+#endif
+ } else {
+ // leaf
+ const TLeaf &leaf = _node_get_leaf(tnode);
+
+ for (int n = 0; n < leaf.num_items; n++) {
+ tnode.aabb.merge(leaf.get_aabb(n));
+ }
+
+ // now the leaf items are unexpanded, we expand only in the node AABB
+ tnode.aabb.expand(_node_expansion);
+#ifdef BVH_CHECKS
+ if (!leaf.num_items) {
+ // the 'blank' aabb will screw up parent aabbs
+ WARN_PRINT("BVH_Tree::TLeaf no items, AABB is undefined");
+ }
+#endif
+ }
+}
+
+void refit_all(int p_tree_id) {
+ refit_downward(_root_node_id[p_tree_id]);
+}
+
+void refit_upward(uint32_t p_node_id) {
+ while (p_node_id != BVHCommon::INVALID) {
+ TNode &tnode = _nodes[p_node_id];
+ node_update_aabb(tnode);
+ p_node_id = tnode.parent_id;
+ }
+}
+
+void refit_upward_and_balance(uint32_t p_node_id) {
+ while (p_node_id != BVHCommon::INVALID) {
+ uint32_t before = p_node_id;
+ p_node_id = _logic_balance(p_node_id);
+
+ if (before != p_node_id) {
+ VERBOSE_PRINT("REBALANCED!");
+ }
+
+ TNode &tnode = _nodes[p_node_id];
+
+ // update overall aabb from the children
+ node_update_aabb(tnode);
+
+ p_node_id = tnode.parent_id;
+ }
+}
+
+void refit_downward(uint32_t p_node_id) {
+ TNode &tnode = _nodes[p_node_id];
+
+ // do children first
+ if (!tnode.is_leaf()) {
+ for (int n = 0; n < tnode.num_children; n++) {
+ refit_downward(tnode.children[n]);
+ }
+ }
+
+ node_update_aabb(tnode);
+}
+
+// go down to the leaves, then refit upward
+void refit_branch(uint32_t p_node_id) {
+ // our function parameters to keep on a stack
+ struct RefitParams {
+ uint32_t node_id;
+ };
+
+ // most of the iterative functionality is contained in this helper class
+ BVH_IterativeInfo<RefitParams> ii;
+
+ // alloca must allocate the stack from this function, it cannot be allocated in the
+ // helper class
+ ii.stack = (RefitParams *)alloca(ii.get_alloca_stacksize());
+
+ // seed the stack
+ ii.get_first()->node_id = p_node_id;
+
+ RefitParams rp;
+
+ // while there are still more nodes on the stack
+ while (ii.pop(rp)) {
+ TNode &tnode = _nodes[rp.node_id];
+
+ // do children first
+ if (!tnode.is_leaf()) {
+ for (int n = 0; n < tnode.num_children; n++) {
+ uint32_t child_id = tnode.children[n];
+
+ // add to the stack
+ RefitParams *child = ii.request();
+ child->node_id = child_id;
+ }
+ } else {
+ // leaf .. only refit upward if dirty
+ TLeaf &leaf = _node_get_leaf(tnode);
+ if (leaf.is_dirty()) {
+ leaf.set_dirty(false);
+ refit_upward(p_node_id);
+ }
+ }
+ } // while more nodes to pop
+}