public: struct ItemRef { uint32_t tnode_id; // -1 is invalid uint32_t item_id; // in the leaf bool is_active() const { return tnode_id != BVHCommon::INACTIVE; } void set_inactive() { tnode_id = BVHCommon::INACTIVE; item_id = BVHCommon::INACTIVE; } }; // extra info kept in separate parallel list to the references, // as this is less used as keeps cache better struct ItemExtra { // Before doing user defined pairing checks (especially in the find_leavers function), // we may want to check that two items have compatible tree ids and tree masks, // as if they are incompatible they should not pair / collide. bool are_item_trees_compatible(const ItemExtra &p_other) const { uint32_t other_type = 1 << p_other.tree_id; if (tree_collision_mask & other_type) { return true; } uint32_t our_type = 1 << tree_id; if (p_other.tree_collision_mask & our_type) { return true; } return false; } // There can be multiple user defined trees uint32_t tree_id; // Defines which trees this item should collision check against. // 1 << tree_id, and normally items would collide against there own // tree (but not always). uint32_t tree_collision_mask; uint32_t last_updated_tick; int32_t subindex; T *userdata; // the active reference is a separate list of which references // are active so that we can slowly iterate through it over many frames for // slow optimize. uint32_t active_ref_id; }; // tree leaf struct TLeaf { uint16_t num_items; private: uint16_t dirty; // separate data orientated lists for faster SIMD traversal uint32_t item_ref_ids[MAX_ITEMS]; BVHABB_CLASS aabbs[MAX_ITEMS]; public: // accessors BVHABB_CLASS &get_aabb(uint32_t p_id) { BVH_ASSERT(p_id < MAX_ITEMS); return aabbs[p_id]; } const BVHABB_CLASS &get_aabb(uint32_t p_id) const { BVH_ASSERT(p_id < MAX_ITEMS); return aabbs[p_id]; } uint32_t &get_item_ref_id(uint32_t p_id) { BVH_ASSERT(p_id < MAX_ITEMS); return item_ref_ids[p_id]; } const uint32_t &get_item_ref_id(uint32_t p_id) const { BVH_ASSERT(p_id < MAX_ITEMS); return item_ref_ids[p_id]; } bool is_dirty() const { return dirty; } void set_dirty(bool p) { dirty = p; } void clear() { num_items = 0; set_dirty(true); } bool is_full() const { return num_items >= MAX_ITEMS; } void remove_item_unordered(uint32_t p_id) { BVH_ASSERT(p_id < num_items); num_items--; aabbs[p_id] = aabbs[num_items]; item_ref_ids[p_id] = item_ref_ids[num_items]; } uint32_t request_item() { if (num_items < MAX_ITEMS) { uint32_t id = num_items; num_items++; return id; } return -1; } }; // tree node struct TNode { BVHABB_CLASS aabb; // either number of children if positive // or leaf id if negative (leaf id 0 is disallowed) union { int32_t num_children; int32_t neg_leaf_id; }; uint32_t parent_id; // or -1 uint16_t children[MAX_CHILDREN]; // height in the tree, where leaves are 0, and all above are 1+ // (or the highest where there is a tie off) int32_t height; bool is_leaf() const { return num_children < 0; } void set_leaf_id(int id) { neg_leaf_id = -id; } int get_leaf_id() const { return -neg_leaf_id; } void clear() { num_children = 0; parent_id = BVHCommon::INVALID; height = 0; // or -1 for testing // for safety set to improbable value aabb.set_to_max_opposite_extents(); // other members are not blanked for speed .. they may be uninitialized } bool is_full_of_children() const { return num_children >= MAX_CHILDREN; } void remove_child_internal(uint32_t child_num) { children[child_num] = children[num_children - 1]; num_children--; } int find_child(uint32_t p_child_node_id) { BVH_ASSERT(!is_leaf()); for (int n = 0; n < num_children; n++) { if (children[n] == p_child_node_id) { return n; } } // not found return -1; } }; // instead of using linked list we maintain // item references (for quick lookup) PooledList _refs; PooledList _extra; PooledList _pairs; // these 2 are not in sync .. nodes != leaves! PooledList _nodes; PooledList _leaves; // we can maintain an un-ordered list of which references are active, // in order to do a slow incremental optimize of the tree over each frame. // This will work best if dynamic objects and static objects are in a different tree. LocalVector _active_refs; uint32_t _current_active_ref = 0; // instead of translating directly to the userdata output, // we keep an intermediate list of hits as reference IDs, which can be used // for pairing collision detection LocalVector _cull_hits; // We can now have a user definable number of trees. // This allows using e.g. a non-pairable and pairable tree, // which can be more efficient for example, if we only need check non pairable against the pairable tree. // It also may be more efficient in terms of separating static from dynamic objects, by reducing housekeeping. // However this is a trade off, as there is a cost of traversing two trees. uint32_t _root_node_id[NUM_TREES]; // these values may need tweaking according to the project // the bound of the world, and the average velocities of the objects // node expansion is important in the rendering tree // larger values give less re-insertion as items move... // but on the other hand over estimates the bounding box of nodes. // we can either use auto mode, where the expansion is based on the root node size, or specify manually real_t _node_expansion = 0.5; bool _auto_node_expansion = true; // pairing expansion important for physics pairing // larger values gives more 'sticky' pairing, and is less likely to exhibit tunneling // we can either use auto mode, where the expansion is based on the root node size, or specify manually real_t _pairing_expansion = 0.1; #ifdef BVH_ALLOW_AUTO_EXPANSION bool _auto_pairing_expansion = true; #endif // when using an expanded bound, we must detect the condition where a new AABB // is significantly smaller than the expanded bound, as this is a special case where we // should override the optimization and create a new expanded bound. // This threshold is derived from the _pairing_expansion, and should be recalculated // if _pairing_expansion is changed. real_t _aabb_shrinkage_threshold = 0.0;