virtualx-engine/core/math/bvh.h

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/**************************************************************************/
/* 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 _lock_guard(&_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) {
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) {
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) {
force_collision_check(p_handle);
}
void erase(BVHHandle p_handle) {
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) {
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) {
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) {
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) {
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
2022-07-25 18:35:14 +02:00
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) {
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 = Geometry::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 (unsigned int n = 0; n < changed_items.size(); n++) {
const BVHHandle &h = changed_items[n];
// 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 (unsigned int i = 0; i < tree._cull_hits.size(); i++) {
uint32_t ref_id = tree._cull_hits[i];
// 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) {
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_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;
UnpairCallback unpair_callback;
CheckPairCallback check_pair_callback;
void *pair_callback_userdata;
void *unpair_callback_userdata;
void *check_pair_callback_userdata;
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;
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() != OK) {
WARN_PRINT_ONCE("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;
};
Mutex _mutex;
// local toggle for turning on and off thread safety in project settings
bool _thread_safe;
public:
BVH_Manager() {
_tick = 1; // start from 1 so items with 0 indicate never updated
pair_callback = nullptr;
unpair_callback = nullptr;
pair_callback_userdata = nullptr;
unpair_callback_userdata = nullptr;
_thread_safe = BVH_THREAD_SAFE;
}
};
#undef BVHTREE_CLASS
#endif // BVH_H