godot/core/math/bvh_structs.inc
lawnjelly 29805e797d Replace render tree bvh with version from 3.x
Some modifications of the collision routines to allow it to work more efficiently with the template callback mechanism of the old dynamic_bvh API.
2021-10-26 18:23:05 +01:00

181 lines
5 KiB
C++

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 {
uint32_t last_updated_tick;
uint32_t pairable;
uint32_t pairable_mask;
uint32_t pairable_type;
int32_t subindex;
// 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;
T *userdata;
};
// this is an item OR a child node depending on whether a leaf node
struct Item {
BVHABB_CLASS aabb;
uint32_t item_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) { return aabbs[p_id]; }
const BVHABB_CLASS &get_aabb(uint32_t p_id) const { return aabbs[p_id]; }
uint32_t &get_item_ref_id(uint32_t p_id) { return item_ref_ids[p_id]; }
const uint32_t &get_item_ref_id(uint32_t p_id) const { 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<ItemRef, true> _refs;
PooledList<ItemExtra, true> _extra;
PooledList<ItemPairs> _pairs;
// these 2 are not in sync .. nodes != leaves!
PooledList<TNode, true> _nodes;
PooledList<TLeaf, true> _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<uint32_t, uint32_t, true> _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<uint32_t, uint32_t, true> _cull_hits;
// we now have multiple root nodes, allowing us to store
// more than 1 tree. This can be more efficient, while sharing the same
// common lists
enum { NUM_TREES = 2,
};
// Tree 0 - Non pairable
// Tree 1 - Pairable
// This is more efficient because in physics we only need check non pairable against the pairable tree.
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;
bool _auto_pairing_expansion = true;