diff options
author | Juan Linietsky <reduzio@gmail.com> | 2020-12-20 13:22:05 -0300 |
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committer | GitHub <noreply@github.com> | 2020-12-20 13:22:05 -0300 |
commit | fc4d90e70dec61715c3d22014e6d47f30a267b16 (patch) | |
tree | b8b0a3441522da6c138c36466d5a6ab0da46a894 /core/math/dynamic_bvh.h | |
parent | bc2ac0bbd685a01569ba6dde4c68adc1ccf37bb8 (diff) | |
parent | 5ff89931c765f5078b821d4a54231b37e5e9e024 (diff) |
Merge pull request #44531 from reduz/add-dynamic-bvh
Add a Dynamic BVH implementation.
Diffstat (limited to 'core/math/dynamic_bvh.h')
-rw-r--r-- | core/math/dynamic_bvh.h | 359 |
1 files changed, 359 insertions, 0 deletions
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 |