d8f681029f
List of changes: - Modified bvh class to handle 2D and 3D as a template - Changes in Rect2, Vector2, Vector3 interface to uniformize template calls - New option in Project Settings to enable BVH for 2D Physics (enabled by default like in 3D)
180 lines
5 KiB
C++
180 lines
5 KiB
C++
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public:
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struct ItemRef {
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uint32_t tnode_id; // -1 is invalid
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uint32_t item_id; // in the leaf
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bool is_active() const { return tnode_id != BVHCommon::INACTIVE; }
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void set_inactive() {
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tnode_id = BVHCommon::INACTIVE;
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item_id = BVHCommon::INACTIVE;
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}
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};
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// extra info kept in separate parallel list to the references,
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// as this is less used as keeps cache better
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struct ItemExtra {
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uint32_t last_updated_tick;
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uint32_t pairable;
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uint32_t pairable_mask;
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uint32_t pairable_type;
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int32_t subindex;
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// the active reference is a separate list of which references
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// are active so that we can slowly iterate through it over many frames for
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// slow optimize.
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uint32_t active_ref_id;
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T *userdata;
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};
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// this is an item OR a child node depending on whether a leaf node
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struct Item {
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BVHABB_CLASS aabb;
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uint32_t item_ref_id;
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};
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// tree leaf
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struct TLeaf {
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uint16_t num_items;
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private:
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uint16_t dirty;
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// separate data orientated lists for faster SIMD traversal
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uint32_t item_ref_ids[MAX_ITEMS];
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BVHABB_CLASS aabbs[MAX_ITEMS];
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public:
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// accessors
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BVHABB_CLASS &get_aabb(uint32_t p_id) { return aabbs[p_id]; }
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const BVHABB_CLASS &get_aabb(uint32_t p_id) const { return aabbs[p_id]; }
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uint32_t &get_item_ref_id(uint32_t p_id) { return item_ref_ids[p_id]; }
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const uint32_t &get_item_ref_id(uint32_t p_id) const { return item_ref_ids[p_id]; }
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bool is_dirty() const { return dirty; }
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void set_dirty(bool p) { dirty = p; }
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void clear() {
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num_items = 0;
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set_dirty(true);
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}
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bool is_full() const { return num_items >= MAX_ITEMS; }
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void remove_item_unordered(uint32_t p_id) {
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BVH_ASSERT(p_id < num_items);
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num_items--;
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aabbs[p_id] = aabbs[num_items];
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item_ref_ids[p_id] = item_ref_ids[num_items];
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}
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uint32_t request_item() {
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if (num_items < MAX_ITEMS) {
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uint32_t id = num_items;
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num_items++;
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return id;
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}
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return -1;
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}
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};
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// tree node
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struct TNode {
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BVHABB_CLASS aabb;
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// either number of children if positive
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// or leaf id if negative (leaf id 0 is disallowed)
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union {
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int32_t num_children;
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int32_t neg_leaf_id;
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};
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uint32_t parent_id; // or -1
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uint16_t children[MAX_CHILDREN];
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// height in the tree, where leaves are 0, and all above are 1+
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// (or the highest where there is a tie off)
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int32_t height;
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bool is_leaf() const { return num_children < 0; }
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void set_leaf_id(int id) { neg_leaf_id = -id; }
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int get_leaf_id() const { return -neg_leaf_id; }
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void clear() {
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num_children = 0;
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parent_id = BVHCommon::INVALID;
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height = 0; // or -1 for testing
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// for safety set to improbable value
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aabb.set_to_max_opposite_extents();
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// other members are not blanked for speed .. they may be uninitialized
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}
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bool is_full_of_children() const { return num_children >= MAX_CHILDREN; }
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void remove_child_internal(uint32_t child_num) {
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children[child_num] = children[num_children - 1];
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num_children--;
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}
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int find_child(uint32_t p_child_node_id) {
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BVH_ASSERT(!is_leaf());
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for (int n = 0; n < num_children; n++) {
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if (children[n] == p_child_node_id)
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return n;
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}
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// not found
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return -1;
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}
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};
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// instead of using linked list we maintain
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// item references (for quick lookup)
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PooledList<ItemRef, true> _refs;
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PooledList<ItemExtra, true> _extra;
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PooledList<ItemPairs> _pairs;
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// these 2 are not in sync .. nodes != leaves!
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PooledList<TNode, true> _nodes;
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PooledList<TLeaf, true> _leaves;
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// we can maintain an un-ordered list of which references are active,
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// in order to do a slow incremental optimize of the tree over each frame.
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// This will work best if dynamic objects and static objects are in a different tree.
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LocalVector<uint32_t, uint32_t, true> _active_refs;
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uint32_t _current_active_ref = 0;
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// instead of translating directly to the userdata output,
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// we keep an intermediate list of hits as reference IDs, which can be used
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// for pairing collision detection
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LocalVector<uint32_t, uint32_t, true> _cull_hits;
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// we now have multiple root nodes, allowing us to store
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// more than 1 tree. This can be more efficient, while sharing the same
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// common lists
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enum { NUM_TREES = 2,
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};
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// Tree 0 - Non pairable
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// Tree 1 - Pairable
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// This is more efficient because in physics we only need check non pairable against the pairable tree.
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uint32_t _root_node_id[NUM_TREES];
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int _current_tree = 0;
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// these values may need tweaking according to the project
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// the bound of the world, and the average velocities of the objects
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// node expansion is important in the rendering tree
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// larger values give less re-insertion as items move...
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// but on the other hand over estimates the bounding box of nodes.
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// we can either use auto mode, where the expansion is based on the root node size, or specify manually
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real_t _node_expansion = 0.5;
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bool _auto_node_expansion = true;
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// pairing expansion important for physics pairing
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// larger values gives more 'sticky' pairing, and is less likely to exhibit tunneling
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// we can either use auto mode, where the expansion is based on the root node size, or specify manually
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real_t _pairing_expansion = 0.1;
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bool _auto_pairing_expansion = true;
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