Prevents adding new octants until a limiting number of elements have been added to the current octant. This enables balancing the benefits of brute force against the benefits of spatial partitioning. The limit can be set per octree. Project settings are added for rendering octree to set the best balance per project depending on number of tests per frame / tick, and the amount of editing of the octree. Fixes octants being leaked when removing elements. Optimize octree with cached linear lists Storing elements in octants using linked lists is efficient for housekeeping but very slow for testing. This optimization stores additional local_vectors with Element pointers and AABBs which are cached and only updated when a dirty flag is set on the octant. This is selectable with 2 versions of Octree : Octree and Octree_CL, Octree being the old behaviour. At present the cached list version is only used for the visual server octree (rendering) as it has only been demonstrated to be faster there so far. This uses slightly more memory (probably a few kb in most cases) but can be significantly faster during testing (culling etc). Co-authored-by: Sergey Minakov <naithar@icloud.com>
61 lines
3 KiB
C++
61 lines
3 KiB
C++
/*************************************************************************/
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/* octree.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef OCTREE_H
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#define OCTREE_H
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#define OCTREE_ELEMENT_INVALID_ID 0
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#define OCTREE_SIZE_LIMIT 1e15
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#define OCTREE_DEFAULT_OCTANT_LIMIT 0
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// We want 2 versions of the octree, Octree
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// and Octree_CL which uses cached lists (optimized).
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// we don't want to use the extra memory of cached lists on
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// the non cached list version, so we use macros
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// to avoid duplicating the code which is in octree_definition.
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// The name of the class is overridden and the changes with the define
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// OCTREE_USE_CACHED_LISTS.
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// The two classes can be used identically but one contains the cached
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// list optimization.
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// standard octree
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#define OCTREE_CLASS_NAME Octree
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#undef OCTREE_USE_CACHED_LISTS
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#include "octree_definition.inc"
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#undef OCTREE_CLASS_NAME
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// cached lists octree
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#define OCTREE_CLASS_NAME Octree_CL
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#define OCTREE_USE_CACHED_LISTS
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#include "octree_definition.inc"
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#undef OCTREE_CLASS_NAME
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#endif // OCTREE_H
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