1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
|
/**************************************************************************/
/* bvh.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 BVH_H
#define BVH_H
// BVH
// This class provides a wrapper around BVH tree, which contains most of the functionality
// for a dynamic BVH with templated leaf size.
// However BVH also adds facilities for pairing, to maintain compatibility with Godot 3.2.
// Pairing is a collision pairing system, on top of the basic BVH.
// Some notes on the use of BVH / Octree from Godot 3.2.
// This is not well explained elsewhere.
// The rendering tree mask and types that are sent to the BVH are NOT layer masks.
// They are INSTANCE_TYPES (defined in visual_server.h), e.g. MESH, MULTIMESH, PARTICLES etc.
// Thus the lights do no cull by layer mask in the BVH.
// Layer masks are implemented in the renderers as a later step, and light_cull_mask appears to be
// implemented in GLES3 but not GLES2. Layer masks are not yet implemented for directional lights.
// In the physics, the pairable_type is based on 1 << p_object->get_type() where:
// TYPE_AREA,
// TYPE_BODY
// and pairable_mask is either 0 if static, or set to all if non static
#include "bvh_tree.h"
#include "core/os/mutex.h"
#define BVHTREE_CLASS BVH_Tree<T, NUM_TREES, 2, MAX_ITEMS, USER_PAIR_TEST_FUNCTION, USER_CULL_TEST_FUNCTION, USE_PAIRS, BOUNDS, POINT>
#define BVH_LOCKED_FUNCTION BVHLockedFunction(&_mutex, BVH_THREAD_SAFE &&_thread_safe);
template <class T, int NUM_TREES = 1, bool USE_PAIRS = false, int MAX_ITEMS = 32, class USER_PAIR_TEST_FUNCTION = BVH_DummyPairTestFunction<T>, class USER_CULL_TEST_FUNCTION = BVH_DummyCullTestFunction<T>, class BOUNDS = AABB, class POINT = Vector3, bool BVH_THREAD_SAFE = true>
class BVH_Manager {
public:
// note we are using uint32_t instead of BVHHandle, losing type safety, but this
// is for compatibility with octree
typedef void *(*PairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int);
typedef void (*UnpairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int, void *);
typedef void *(*CheckPairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int, void *);
// allow locally toggling thread safety if the template has been compiled with BVH_THREAD_SAFE
void params_set_thread_safe(bool p_enable) {
_thread_safe = p_enable;
}
// these 2 are crucial for fine tuning, and can be applied manually
// see the variable declarations for more info.
void params_set_node_expansion(real_t p_value) {
BVH_LOCKED_FUNCTION
if (p_value >= 0.0) {
tree._node_expansion = p_value;
tree._auto_node_expansion = false;
} else {
tree._auto_node_expansion = true;
}
}
void params_set_pairing_expansion(real_t p_value) {
BVH_LOCKED_FUNCTION
tree.params_set_pairing_expansion(p_value);
}
void set_pair_callback(PairCallback p_callback, void *p_userdata) {
BVH_LOCKED_FUNCTION
pair_callback = p_callback;
pair_callback_userdata = p_userdata;
}
void set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
BVH_LOCKED_FUNCTION
unpair_callback = p_callback;
unpair_callback_userdata = p_userdata;
}
void set_check_pair_callback(CheckPairCallback p_callback, void *p_userdata) {
BVH_LOCKED_FUNCTION
check_pair_callback = p_callback;
check_pair_callback_userdata = p_userdata;
}
BVHHandle create(T *p_userdata, bool p_active = true, uint32_t p_tree_id = 0, uint32_t p_tree_collision_mask = 1, const BOUNDS &p_aabb = BOUNDS(), int p_subindex = 0) {
BVH_LOCKED_FUNCTION
// not sure if absolutely necessary to flush collisions here. It will cost performance to, instead
// of waiting for update, so only uncomment this if there are bugs.
if (USE_PAIRS) {
//_check_for_collisions();
}
BVHHandle h = tree.item_add(p_userdata, p_active, p_aabb, p_subindex, p_tree_id, p_tree_collision_mask);
if (USE_PAIRS) {
// for safety initialize the expanded AABB
BOUNDS &expanded_aabb = tree._pairs[h.id()].expanded_aabb;
expanded_aabb = p_aabb;
expanded_aabb.grow_by(tree._pairing_expansion);
// force a collision check no matter the AABB
if (p_active) {
_add_changed_item(h, p_aabb, false);
_check_for_collisions(true);
}
}
return h;
}
////////////////////////////////////////////////////
// wrapper versions that use uint32_t instead of handle
// for backward compatibility. Less type safe
void move(uint32_t p_handle, const BOUNDS &p_aabb) {
BVHHandle h;
h.set(p_handle);
move(h, p_aabb);
}
void recheck_pairs(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
recheck_pairs(h);
}
void erase(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
erase(h);
}
void force_collision_check(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
force_collision_check(h);
}
bool activate(uint32_t p_handle, const BOUNDS &p_aabb, bool p_delay_collision_check = false) {
BVHHandle h;
h.set(p_handle);
return activate(h, p_aabb, p_delay_collision_check);
}
bool deactivate(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
return deactivate(h);
}
void set_tree(uint32_t p_handle, uint32_t p_tree_id, uint32_t p_tree_collision_mask, bool p_force_collision_check = true) {
BVHHandle h;
h.set(p_handle);
set_tree(h, p_tree_id, p_tree_collision_mask, p_force_collision_check);
}
uint32_t get_tree_id(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_get_tree_id(h);
}
int get_subindex(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_get_subindex(h);
}
T *get(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_get_userdata(h);
}
////////////////////////////////////////////////////
void move(BVHHandle p_handle, const BOUNDS &p_aabb) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
if (tree.item_move(p_handle, p_aabb)) {
if (USE_PAIRS) {
_add_changed_item(p_handle, p_aabb);
}
}
}
void recheck_pairs(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
force_collision_check(p_handle);
}
void erase(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
// call unpair and remove all references to the item
// before deleting from the tree
if (USE_PAIRS) {
_remove_changed_item(p_handle);
}
tree.item_remove(p_handle);
_check_for_collisions(true);
}
// use in conjunction with activate if you have deferred the collision check, and
// set pairable has never been called.
// (deferred collision checks are a workaround for visual server for historical reasons)
void force_collision_check(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
if (USE_PAIRS) {
// the aabb should already be up to date in the BVH
BOUNDS aabb;
item_get_AABB(p_handle, aabb);
// add it as changed even if aabb not different
_add_changed_item(p_handle, aabb, false);
// force an immediate full collision check, much like calls to set_pairable
_check_for_collisions(true);
}
}
// these should be read as set_visible for render trees,
// but generically this makes items add or remove from the
// tree internally, to speed things up by ignoring inactive items
bool activate(BVHHandle p_handle, const BOUNDS &p_aabb, bool p_delay_collision_check = false) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
// sending the aabb here prevents the need for the BVH to maintain
// a redundant copy of the aabb.
// returns success
if (tree.item_activate(p_handle, p_aabb)) {
if (USE_PAIRS) {
// in the special case of the render tree, when setting visibility we are using the combination of
// activate then set_pairable. This would case 2 sets of collision checks. For efficiency here we allow
// deferring to have a single collision check at the set_pairable call.
// Watch for bugs! This may cause bugs if set_pairable is not called.
if (!p_delay_collision_check) {
_add_changed_item(p_handle, p_aabb, false);
// force an immediate collision check, much like calls to set_pairable
_check_for_collisions(true);
}
}
return true;
}
return false;
}
bool deactivate(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
// returns success
if (tree.item_deactivate(p_handle)) {
// call unpair and remove all references to the item
// before deleting from the tree
if (USE_PAIRS) {
_remove_changed_item(p_handle);
// force check for collisions, much like an erase was called
_check_for_collisions(true);
}
return true;
}
return false;
}
bool get_active(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
return tree.item_get_active(p_handle);
}
// call e.g. once per frame (this does a trickle optimize)
void update() {
BVH_LOCKED_FUNCTION
tree.update();
_check_for_collisions();
#ifdef BVH_INTEGRITY_CHECKS
tree._integrity_check_all();
#endif
}
// this can be called more frequently than per frame if necessary
void update_collisions() {
BVH_LOCKED_FUNCTION
_check_for_collisions();
}
// prefer calling this directly as type safe
void set_tree(const BVHHandle &p_handle, uint32_t p_tree_id, uint32_t p_tree_collision_mask, bool p_force_collision_check = true) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
// Returns true if the pairing state has changed.
bool state_changed = tree.item_set_tree(p_handle, p_tree_id, p_tree_collision_mask);
if (USE_PAIRS) {
// not sure if absolutely necessary to flush collisions here. It will cost performance to, instead
// of waiting for update, so only uncomment this if there are bugs.
//_check_for_collisions();
if ((p_force_collision_check || state_changed) && tree.item_get_active(p_handle)) {
// when the pairable state changes, we need to force a collision check because newly pairable
// items may be in collision, and unpairable items might move out of collision.
// We cannot depend on waiting for the next update, because that may come much later.
BOUNDS aabb;
item_get_AABB(p_handle, aabb);
// passing false disables the optimization which prevents collision checks if
// the aabb hasn't changed
_add_changed_item(p_handle, aabb, false);
// force an immediate collision check (probably just for this one item)
// but it must be a FULL collision check, also checking pairable state and masks.
// This is because AABB intersecting objects may have changed pairable state / mask
// such that they should no longer be paired. E.g. lights.
_check_for_collisions(true);
} // only if active
}
}
// cull tests
int cull_aabb(const BOUNDS &p_aabb, T **p_result_array, int p_result_max, const T *p_tester, uint32_t p_tree_collision_mask = 0xFFFFFFFF, int *p_subindex_array = nullptr) {
BVH_LOCKED_FUNCTION
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = p_subindex_array;
params.tree_collision_mask = p_tree_collision_mask;
params.abb.from(p_aabb);
params.tester = p_tester;
tree.cull_aabb(params);
return params.result_count_overall;
}
int cull_segment(const POINT &p_from, const POINT &p_to, T **p_result_array, int p_result_max, const T *p_tester, uint32_t p_tree_collision_mask = 0xFFFFFFFF, int *p_subindex_array = nullptr) {
BVH_LOCKED_FUNCTION
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = p_subindex_array;
params.tester = p_tester;
params.tree_collision_mask = p_tree_collision_mask;
params.segment.from = p_from;
params.segment.to = p_to;
tree.cull_segment(params);
return params.result_count_overall;
}
int cull_point(const POINT &p_point, T **p_result_array, int p_result_max, const T *p_tester, uint32_t p_tree_collision_mask = 0xFFFFFFFF, int *p_subindex_array = nullptr) {
BVH_LOCKED_FUNCTION
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = p_subindex_array;
params.tester = p_tester;
params.tree_collision_mask = p_tree_collision_mask;
params.point = p_point;
tree.cull_point(params);
return params.result_count_overall;
}
int cull_convex(const Vector<Plane> &p_convex, T **p_result_array, int p_result_max, const T *p_tester, uint32_t p_tree_collision_mask = 0xFFFFFFFF) {
BVH_LOCKED_FUNCTION
if (!p_convex.size()) {
return 0;
}
Vector<Vector3> convex_points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
if (convex_points.size() == 0) {
return 0;
}
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = nullptr;
params.tester = p_tester;
params.tree_collision_mask = p_tree_collision_mask;
params.hull.planes = &p_convex[0];
params.hull.num_planes = p_convex.size();
params.hull.points = &convex_points[0];
params.hull.num_points = convex_points.size();
tree.cull_convex(params);
return params.result_count_overall;
}
private:
// do this after moving etc.
void _check_for_collisions(bool p_full_check = false) {
if (!changed_items.size()) {
// noop
return;
}
BOUNDS bb;
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = INT_MAX;
params.result_array = nullptr;
params.subindex_array = nullptr;
for (const BVHHandle &h : changed_items) {
// use the expanded aabb for pairing
const BOUNDS &expanded_aabb = tree._pairs[h.id()].expanded_aabb;
BVHABB_CLASS abb;
abb.from(expanded_aabb);
tree.item_fill_cullparams(h, params);
// find all the existing paired aabbs that are no longer
// paired, and send callbacks
_find_leavers(h, abb, p_full_check);
uint32_t changed_item_ref_id = h.id();
params.abb = abb;
params.result_count_overall = 0; // might not be needed
tree.cull_aabb(params, false);
for (const uint32_t ref_id : tree._cull_hits) {
// don't collide against ourself
if (ref_id == changed_item_ref_id) {
continue;
}
// checkmasks is already done in the cull routine.
BVHHandle h_collidee;
h_collidee.set_id(ref_id);
// find NEW enterers, and send callbacks for them only
_collide(h, h_collidee);
}
}
_reset();
}
public:
void item_get_AABB(BVHHandle p_handle, BOUNDS &r_aabb) {
DEV_ASSERT(!p_handle.is_invalid());
BVHABB_CLASS abb;
tree.item_get_ABB(p_handle, abb);
abb.to(r_aabb);
}
private:
// supplemental funcs
uint32_t item_get_tree_id(BVHHandle p_handle) const { return _get_extra(p_handle).tree_id; }
T *item_get_userdata(BVHHandle p_handle) const { return _get_extra(p_handle).userdata; }
int item_get_subindex(BVHHandle p_handle) const { return _get_extra(p_handle).subindex; }
void _unpair(BVHHandle p_from, BVHHandle p_to) {
tree._handle_sort(p_from, p_to);
typename BVHTREE_CLASS::ItemExtra &exa = tree._extra[p_from.id()];
typename BVHTREE_CLASS::ItemExtra &exb = tree._extra[p_to.id()];
// if the userdata is the same, no collisions should occur
if ((exa.userdata == exb.userdata) && exa.userdata) {
return;
}
typename BVHTREE_CLASS::ItemPairs &pairs_from = tree._pairs[p_from.id()];
typename BVHTREE_CLASS::ItemPairs &pairs_to = tree._pairs[p_to.id()];
void *ud_from = pairs_from.remove_pair_to(p_to);
pairs_to.remove_pair_to(p_from);
#ifdef BVH_VERBOSE_PAIRING
print_line("_unpair " + itos(p_from.id()) + " from " + itos(p_to.id()));
#endif
// callback
if (unpair_callback) {
unpair_callback(pair_callback_userdata, p_from, exa.userdata, exa.subindex, p_to, exb.userdata, exb.subindex, ud_from);
}
}
void *_recheck_pair(BVHHandle p_from, BVHHandle p_to, void *p_pair_data) {
tree._handle_sort(p_from, p_to);
typename BVHTREE_CLASS::ItemExtra &exa = tree._extra[p_from.id()];
typename BVHTREE_CLASS::ItemExtra &exb = tree._extra[p_to.id()];
// if the userdata is the same, no collisions should occur
if ((exa.userdata == exb.userdata) && exa.userdata) {
return p_pair_data;
}
// callback
if (check_pair_callback) {
return check_pair_callback(check_pair_callback_userdata, p_from, exa.userdata, exa.subindex, p_to, exb.userdata, exb.subindex, p_pair_data);
}
return p_pair_data;
}
// returns true if unpair
bool _find_leavers_process_pair(typename BVHTREE_CLASS::ItemPairs &p_pairs_from, const BVHABB_CLASS &p_abb_from, BVHHandle p_from, BVHHandle p_to, bool p_full_check) {
BVHABB_CLASS abb_to;
tree.item_get_ABB(p_to, abb_to);
// do they overlap?
if (p_abb_from.intersects(abb_to)) {
// the full check for pairable / non pairable (i.e. tree_id and tree_masks) and mask changes is extra expense
// this need not be done in most cases (for speed) except in the case where set_tree is called
// where the masks etc of the objects in question may have changed
if (!p_full_check) {
return false;
}
const typename BVHTREE_CLASS::ItemExtra &exa = _get_extra(p_from);
const typename BVHTREE_CLASS::ItemExtra &exb = _get_extra(p_to);
// Checking tree_ids and tree_collision_masks
if (exa.are_item_trees_compatible(exb)) {
bool pair_allowed = USER_PAIR_TEST_FUNCTION::user_pair_check(exa.userdata, exb.userdata);
// the masks must still be compatible to pair
// i.e. if there is a hit between the two and they intersect, then they should stay paired
if (pair_allowed) {
return false;
}
}
}
_unpair(p_from, p_to);
return true;
}
// find all the existing paired aabbs that are no longer
// paired, and send callbacks
void _find_leavers(BVHHandle p_handle, const BVHABB_CLASS &expanded_abb_from, bool p_full_check) {
typename BVHTREE_CLASS::ItemPairs &p_from = tree._pairs[p_handle.id()];
BVHABB_CLASS abb_from = expanded_abb_from;
// remove from pairing list for every partner
for (unsigned int n = 0; n < p_from.extended_pairs.size(); n++) {
BVHHandle h_to = p_from.extended_pairs[n].handle;
if (_find_leavers_process_pair(p_from, abb_from, p_handle, h_to, p_full_check)) {
// we need to keep the counter n up to date if we deleted a pair
// as the number of items in p_from.extended_pairs will have decreased by 1
// and we don't want to miss an item
n--;
}
}
}
// find NEW enterers, and send callbacks for them only
// handle a and b
void _collide(BVHHandle p_ha, BVHHandle p_hb) {
// only have to do this oneway, lower ID then higher ID
tree._handle_sort(p_ha, p_hb);
const typename BVHTREE_CLASS::ItemExtra &exa = _get_extra(p_ha);
const typename BVHTREE_CLASS::ItemExtra &exb = _get_extra(p_hb);
// user collision callback
if (!USER_PAIR_TEST_FUNCTION::user_pair_check(exa.userdata, exb.userdata)) {
return;
}
// if the userdata is the same, no collisions should occur
if ((exa.userdata == exb.userdata) && exa.userdata) {
return;
}
typename BVHTREE_CLASS::ItemPairs &p_from = tree._pairs[p_ha.id()];
typename BVHTREE_CLASS::ItemPairs &p_to = tree._pairs[p_hb.id()];
// does this pair exist already?
// or only check the one with lower number of pairs for greater speed
if (p_from.num_pairs <= p_to.num_pairs) {
if (p_from.contains_pair_to(p_hb)) {
return;
}
} else {
if (p_to.contains_pair_to(p_ha)) {
return;
}
}
// callback
void *callback_userdata = nullptr;
#ifdef BVH_VERBOSE_PAIRING
print_line("_pair " + itos(p_ha.id()) + " to " + itos(p_hb.id()));
#endif
if (pair_callback) {
callback_userdata = pair_callback(pair_callback_userdata, p_ha, exa.userdata, exa.subindex, p_hb, exb.userdata, exb.subindex);
}
// new pair! .. only really need to store the userdata on the lower handle, but both have storage so...
p_from.add_pair_to(p_hb, callback_userdata);
p_to.add_pair_to(p_ha, callback_userdata);
}
// if we remove an item, we need to immediately remove the pairs, to prevent reading the pair after deletion
void _remove_pairs_containing(BVHHandle p_handle) {
typename BVHTREE_CLASS::ItemPairs &p_from = tree._pairs[p_handle.id()];
// remove from pairing list for every partner.
// can't easily use a for loop here, because removing changes the size of the list
while (p_from.extended_pairs.size()) {
BVHHandle h_to = p_from.extended_pairs[0].handle;
_unpair(p_handle, h_to);
}
}
// Send pair callbacks again for all existing pairs for the given handle.
void _recheck_pairs(BVHHandle p_handle) {
typename BVHTREE_CLASS::ItemPairs &from = tree._pairs[p_handle.id()];
// checking pair for every partner.
for (unsigned int n = 0; n < from.extended_pairs.size(); n++) {
typename BVHTREE_CLASS::ItemPairs::Link &pair = from.extended_pairs[n];
BVHHandle h_to = pair.handle;
void *new_pair_data = _recheck_pair(p_handle, h_to, pair.userdata);
if (new_pair_data != pair.userdata) {
pair.userdata = new_pair_data;
// Update pair data for the second item.
typename BVHTREE_CLASS::ItemPairs &to = tree._pairs[h_to.id()];
for (unsigned int to_index = 0; to_index < to.extended_pairs.size(); to_index++) {
typename BVHTREE_CLASS::ItemPairs::Link &to_pair = to.extended_pairs[to_index];
if (to_pair.handle == p_handle) {
to_pair.userdata = new_pair_data;
break;
}
}
}
}
}
private:
const typename BVHTREE_CLASS::ItemExtra &_get_extra(BVHHandle p_handle) const {
return tree._extra[p_handle.id()];
}
const typename BVHTREE_CLASS::ItemRef &_get_ref(BVHHandle p_handle) const {
return tree._refs[p_handle.id()];
}
void _reset() {
changed_items.clear();
_tick++;
}
void _add_changed_item(BVHHandle p_handle, const BOUNDS &aabb, bool p_check_aabb = true) {
// Note that non pairable items can pair with pairable,
// so all types must be added to the list
#ifdef BVH_EXPAND_LEAF_AABBS
// if using expanded AABB in the leaf, the redundancy check will already have been made
BOUNDS &expanded_aabb = tree._pairs[p_handle.id()].expanded_aabb;
item_get_AABB(p_handle, expanded_aabb);
#else
// aabb check with expanded aabb. This greatly decreases processing
// at the cost of slightly less accurate pairing checks
// Note this pairing AABB is separate from the AABB in the actual tree
BOUNDS &expanded_aabb = tree._pairs[p_handle.id()].expanded_aabb;
// passing p_check_aabb false disables the optimization which prevents collision checks if
// the aabb hasn't changed. This is needed where set_pairable has been called, but the position
// has not changed.
if (p_check_aabb && tree.expanded_aabb_encloses_not_shrink(expanded_aabb, aabb)) {
return;
}
// ALWAYS update the new expanded aabb, even if already changed once
// this tick, because it is vital that the AABB is kept up to date
expanded_aabb = aabb;
expanded_aabb.grow_by(tree._pairing_expansion);
#endif
// this code is to ensure that changed items only appear once on the updated list
// collision checking them multiple times is not needed, and repeats the same thing
uint32_t &last_updated_tick = tree._extra[p_handle.id()].last_updated_tick;
if (last_updated_tick == _tick) {
return; // already on changed list
}
// mark as on list
last_updated_tick = _tick;
// add to the list
changed_items.push_back(p_handle);
}
void _remove_changed_item(BVHHandle p_handle) {
// Care has to be taken here for items that are deleted. The ref ID
// could be reused on the same tick for new items. This is probably
// rare but should be taken into consideration
// callbacks
_remove_pairs_containing(p_handle);
// remove from changed items (not very efficient yet)
for (int n = 0; n < (int)changed_items.size(); n++) {
if (changed_items[n] == p_handle) {
changed_items.remove_at_unordered(n);
// because we are using an unordered remove,
// the last changed item will now be at spot 'n',
// and we need to redo it, so we prevent moving on to
// the next n at the next for iteration.
n--;
}
}
// reset the last updated tick (may not be necessary but just in case)
tree._extra[p_handle.id()].last_updated_tick = 0;
}
PairCallback pair_callback = nullptr;
UnpairCallback unpair_callback = nullptr;
CheckPairCallback check_pair_callback = nullptr;
void *pair_callback_userdata = nullptr;
void *unpair_callback_userdata = nullptr;
void *check_pair_callback_userdata = nullptr;
BVHTREE_CLASS tree;
// for collision pairing,
// maintain a list of all items moved etc on each frame / tick
LocalVector<BVHHandle, uint32_t, true> changed_items;
uint32_t _tick = 1; // Start from 1 so items with 0 indicate never updated.
class BVHLockedFunction {
public:
BVHLockedFunction(Mutex *p_mutex, bool p_thread_safe) {
// will be compiled out if not set in template
if (p_thread_safe) {
_mutex = p_mutex;
if (!_mutex->try_lock()) {
WARN_PRINT("Info : multithread BVH access detected (benign)");
_mutex->lock();
}
} else {
_mutex = nullptr;
}
}
~BVHLockedFunction() {
// will be compiled out if not set in template
if (_mutex) {
_mutex->unlock();
}
}
private:
Mutex *_mutex = nullptr;
};
Mutex _mutex;
// local toggle for turning on and off thread safety in project settings
bool _thread_safe = BVH_THREAD_SAFE;
public:
BVH_Manager() {}
};
#undef BVHTREE_CLASS
#endif // BVH_H
|