public: BVHHandle item_add(T *p_userdata, bool p_active, const Bounds &p_aabb, int32_t p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask, bool p_invisible = false) { #ifdef BVH_VERBOSE_TREE VERBOSE_PRINT("\nitem_add BEFORE"); _debug_recursive_print_tree(0); VERBOSE_PRINT("\n"); #endif BVHABB_CLASS abb; abb.from(p_aabb); // handle to be filled with the new item ref BVHHandle handle; // ref id easier to pass around than handle uint32_t ref_id; // this should never fail ItemRef *ref = _refs.request(ref_id); // the extra data should be parallel list to the references uint32_t extra_id; ItemExtra *extra = _extra.request(extra_id); BVH_ASSERT(extra_id == ref_id); // pairs info if (USE_PAIRS) { uint32_t pairs_id; ItemPairs *pairs = _pairs.request(pairs_id); pairs->clear(); BVH_ASSERT(pairs_id == ref_id); } extra->subindex = p_subindex; extra->userdata = p_userdata; extra->last_updated_tick = 0; // add an active reference to the list for slow incremental optimize // this list must be kept in sync with the references as they are added or removed. extra->active_ref_id = _active_refs.size(); _active_refs.push_back(ref_id); if (USE_PAIRS) { extra->pairable_mask = p_pairable_mask; extra->pairable_type = p_pairable_type; extra->pairable = p_pairable; } else { // just for safety, in case this gets queried etc extra->pairable = 0; p_pairable = false; } // assign to handle to return handle.set_id(ref_id); uint32_t tree_id = 0; if (p_pairable) { tree_id = 1; } create_root_node(tree_id); // we must choose where to add to tree if (p_active) { ref->tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], abb); bool refit = _node_add_item(ref->tnode_id, ref_id, abb); if (refit) { // only need to refit from the parent const TNode &add_node = _nodes[ref->tnode_id]; if (add_node.parent_id != BVHCommon::INVALID) { refit_upward_and_balance(add_node.parent_id, tree_id); } } } else { ref->set_inactive(); } #ifdef BVH_VERBOSE // memory use int mem = _refs.estimate_memory_use(); mem += _nodes.estimate_memory_use(); String sz = _debug_aabb_to_string(abb); VERBOSE_PRINT("\titem_add [" + itos(ref_id) + "] " + itos(_refs.size()) + " refs,\t" + itos(_nodes.size()) + " nodes " + sz); VERBOSE_PRINT("mem use : " + itos(mem) + ", num nodes : " + itos(_nodes.size())); #endif return handle; } void _debug_print_refs() { #ifdef BVH_VERBOSE_TREE print_line("refs....."); for (int n = 0; n < _refs.size(); n++) { const ItemRef &ref = _refs[n]; print_line("tnode_id " + itos(ref.tnode_id) + ", item_id " + itos(ref.item_id)); } #endif } // returns false if noop bool item_move(BVHHandle p_handle, const Bounds &p_aabb) { uint32_t ref_id = p_handle.id(); // get the reference ItemRef &ref = _refs[ref_id]; if (!ref.is_active()) { return false; } BVHABB_CLASS abb; abb.from(p_aabb); BVH_ASSERT(ref.tnode_id != BVHCommon::INVALID); TNode &tnode = _nodes[ref.tnode_id]; // does it fit within the current aabb? if (tnode.aabb.is_other_within(abb)) { // do nothing .. fast path .. not moved enough to need refit // however we WILL update the exact aabb in the leaf, as this will be needed // for accurate collision detection TLeaf &leaf = _node_get_leaf(tnode); BVHABB_CLASS &leaf_abb = leaf.get_aabb(ref.item_id); // no change? if (leaf_abb == abb) { return false; } leaf_abb = abb; _integrity_check_all(); return true; } uint32_t tree_id = _handle_get_tree_id(p_handle); // remove and reinsert node_remove_item(ref_id, tree_id); // we must choose where to add to tree ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], abb); // add to the tree bool needs_refit = _node_add_item(ref.tnode_id, ref_id, abb); // only need to refit from the PARENT if (needs_refit) { // only need to refit from the parent const TNode &add_node = _nodes[ref.tnode_id]; if (add_node.parent_id != BVHCommon::INVALID) { // not sure we need to rebalance all the time, this can be done less often refit_upward(add_node.parent_id); } //refit_upward_and_balance(add_node.parent_id); } return true; } void item_remove(BVHHandle p_handle) { uint32_t ref_id = p_handle.id(); uint32_t tree_id = _handle_get_tree_id(p_handle); VERBOSE_PRINT("item_remove [" + itos(ref_id) + "] "); //////////////////////////////////////// // remove the active reference from the list for slow incremental optimize // this list must be kept in sync with the references as they are added or removed. uint32_t active_ref_id = _extra[ref_id].active_ref_id; uint32_t ref_id_moved_back = _active_refs[_active_refs.size() - 1]; // swap back and decrement for fast unordered remove _active_refs[active_ref_id] = ref_id_moved_back; _active_refs.resize(_active_refs.size() - 1); // keep the moved active reference up to date _extra[ref_id_moved_back].active_ref_id = active_ref_id; //////////////////////////////////////// // remove the item from the node (only if active) if (_refs[ref_id].is_active()) { node_remove_item(ref_id, tree_id); } // remove the item reference _refs.free(ref_id); _extra.free(ref_id); if (USE_PAIRS) { _pairs.free(ref_id); } // don't think refit_all is necessary? //refit_all(_tree_id); #ifdef BVH_VERBOSE_TREE _debug_recursive_print_tree(tree_id); #endif } // returns success bool item_activate(BVHHandle p_handle, const Bounds &p_aabb) { uint32_t ref_id = p_handle.id(); ItemRef &ref = _refs[ref_id]; if (ref.is_active()) { // noop return false; } // add to tree BVHABB_CLASS abb; abb.from(p_aabb); uint32_t tree_id = _handle_get_tree_id(p_handle); // we must choose where to add to tree ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], abb); _node_add_item(ref.tnode_id, ref_id, abb); refit_upward_and_balance(ref.tnode_id, tree_id); return true; } // returns success bool item_deactivate(BVHHandle p_handle) { uint32_t ref_id = p_handle.id(); ItemRef &ref = _refs[ref_id]; if (!ref.is_active()) { // noop return false; } uint32_t tree_id = _handle_get_tree_id(p_handle); // remove from tree BVHABB_CLASS abb; node_remove_item(ref_id, tree_id, &abb); // mark as inactive ref.set_inactive(); return true; } bool item_get_active(BVHHandle p_handle) const { uint32_t ref_id = p_handle.id(); const ItemRef &ref = _refs[ref_id]; return ref.is_active(); } // during collision testing, we want to set the mask and whether pairable for the item testing from void item_fill_cullparams(BVHHandle p_handle, CullParams &r_params) const { uint32_t ref_id = p_handle.id(); const ItemExtra &extra = _extra[ref_id]; // testing from a non pairable item, we only want to test pairable items r_params.test_pairable_only = extra.pairable == 0; // we take into account the mask of the item testing from r_params.mask = extra.pairable_mask; r_params.pairable_type = extra.pairable_type; } bool item_is_pairable(const BVHHandle &p_handle) { uint32_t ref_id = p_handle.id(); const ItemExtra &extra = _extra[ref_id]; return extra.pairable != 0; } void item_get_ABB(const BVHHandle &p_handle, BVHABB_CLASS &r_abb) { // change tree? uint32_t ref_id = p_handle.id(); const ItemRef &ref = _refs[ref_id]; TNode &tnode = _nodes[ref.tnode_id]; TLeaf &leaf = _node_get_leaf(tnode); r_abb = leaf.get_aabb(ref.item_id); } bool item_set_pairable(const BVHHandle &p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) { // change tree? uint32_t ref_id = p_handle.id(); ItemExtra &ex = _extra[ref_id]; ItemRef &ref = _refs[ref_id]; bool active = ref.is_active(); bool pairable_changed = (ex.pairable != 0) != p_pairable; bool state_changed = pairable_changed || (ex.pairable_type != p_pairable_type) || (ex.pairable_mask != p_pairable_mask); ex.pairable_type = p_pairable_type; ex.pairable_mask = p_pairable_mask; if (active && pairable_changed) { // record abb TNode &tnode = _nodes[ref.tnode_id]; TLeaf &leaf = _node_get_leaf(tnode); BVHABB_CLASS abb = leaf.get_aabb(ref.item_id); // make sure current tree is correct prior to changing uint32_t tree_id = _handle_get_tree_id(p_handle); // remove from old tree node_remove_item(ref_id, tree_id); // we must set the pairable AFTER getting the current tree // because the pairable status determines which tree ex.pairable = p_pairable; // add to new tree tree_id = _handle_get_tree_id(p_handle); create_root_node(tree_id); // we must choose where to add to tree ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], abb); bool needs_refit = _node_add_item(ref.tnode_id, ref_id, abb); // only need to refit from the PARENT if (needs_refit) { // only need to refit from the parent const TNode &add_node = _nodes[ref.tnode_id]; if (add_node.parent_id != BVHCommon::INVALID) { refit_upward_and_balance(add_node.parent_id, tree_id); } } } else { // always keep this up to date ex.pairable = p_pairable; } return state_changed; } void incremental_optimize() { // first update all aabbs as one off step.. // this is cheaper than doing it on each move as each leaf may get touched multiple times // in a frame. for (int n = 0; n < NUM_TREES; n++) { if (_root_node_id[n] != BVHCommon::INVALID) { refit_branch(_root_node_id[n]); } } // now do small section reinserting to get things moving // gradually, and keep items in the right leaf if (_current_active_ref >= _active_refs.size()) { _current_active_ref = 0; } // special case if (!_active_refs.size()) { return; } uint32_t ref_id = _active_refs[_current_active_ref++]; _logic_item_remove_and_reinsert(ref_id); #ifdef BVH_VERBOSE /* // memory use int mem_refs = _refs.estimate_memory_use(); int mem_nodes = _nodes.estimate_memory_use(); int mem_leaves = _leaves.estimate_memory_use(); String sz; sz += "mem_refs : " + itos(mem_refs) + " "; sz += "mem_nodes : " + itos(mem_nodes) + " "; sz += "mem_leaves : " + itos(mem_leaves) + " "; sz += ", num nodes : " + itos(_nodes.size()); print_line(sz); */ #endif } void update() { incremental_optimize(); // keep the expansion values up to date with the world bound //#define BVH_ALLOW_AUTO_EXPANSION #ifdef BVH_ALLOW_AUTO_EXPANSION if (_auto_node_expansion || _auto_pairing_expansion) { BVHABB_CLASS world_bound; world_bound.set_to_max_opposite_extents(); bool bound_valid = false; for (int n = 0; n < NUM_TREES; n++) { uint32_t node_id = _root_node_id[n]; if (node_id != BVHCommon::INVALID) { world_bound.merge(_nodes[node_id].aabb); bound_valid = true; } } // if there are no nodes, do nothing, but if there are... if (bound_valid) { Bounds bb; world_bound.to(bb); real_t size = bb.get_longest_axis_size(); // automatic AI decision for best parameters. // These can be overridden in project settings. // these magic numbers are determined by experiment if (_auto_node_expansion) { _node_expansion = size * 0.025; } if (_auto_pairing_expansion) { _pairing_expansion = size * 0.009; } } } #endif }