virtualx-engine/core/math/bvh.h
PouleyKetchoupp 3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00

695 lines
23 KiB
C++

/*************************************************************************/
/* bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* the following conditions: */
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/*************************************************************************/
#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.
#include "bvh_tree.h"
#define BVHTREE_CLASS BVH_Tree<T, 2, MAX_ITEMS, USE_PAIRS, Bounds, Point>
template <class T, bool USE_PAIRS = false, int MAX_ITEMS = 32, class Bounds = AABB, class Point = Vector3>
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 *);
// 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) {
if (p_value >= 0.0) {
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) {
if (p_value >= 0.0) {
tree._pairing_expansion = p_value;
tree._auto_pairing_expansion = false;
} else {
tree._auto_pairing_expansion = true;
}
}
void set_pair_callback(PairCallback p_callback, void *p_userdata) {
pair_callback = p_callback;
pair_callback_userdata = p_userdata;
}
void set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
unpair_callback = p_callback;
unpair_callback_userdata = p_userdata;
}
BVHHandle create(T *p_userdata, bool p_active, const Bounds &p_aabb = Bounds(), int p_subindex = 0, bool p_pairable = false, uint32_t p_pairable_type = 0, uint32_t p_pairable_mask = 1) {
// 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();
}
#ifdef TOOLS_ENABLED
if (!USE_PAIRS) {
if (p_pairable) {
WARN_PRINT_ONCE("creating pairable item in BVH with USE_PAIRS set to false");
}
}
#endif
BVHHandle h = tree.item_add(p_userdata, p_active, p_aabb, p_subindex, p_pairable, p_pairable_type, p_pairable_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 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_pairable(uint32_t p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask, bool p_force_collision_check = true) {
BVHHandle h;
h.set(p_handle);
set_pairable(h, p_pairable, p_pairable_type, p_pairable_mask, p_force_collision_check);
}
bool is_pairable(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_is_pairable(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) {
if (tree.item_move(p_handle, p_aabb)) {
if (USE_PAIRS) {
_add_changed_item(p_handle, p_aabb);
}
}
}
void erase(BVHHandle p_handle) {
// 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) {
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) {
// 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) {
// 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) const {
return tree.item_get_active(p_handle);
}
// call e.g. once per frame (this does a trickle optimize)
void update() {
tree.update();
_check_for_collisions();
#ifdef BVH_INTEGRITY_CHECKS
tree.integrity_check_all();
#endif
}
// this can be called more frequently than per frame if necessary
void update_collisions() {
_check_for_collisions();
}
// prefer calling this directly as type safe
void set_pairable(const BVHHandle &p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask, bool p_force_collision_check = true) {
// Returns true if the pairing state has changed.
bool state_changed = tree.item_set_pairable(p_handle, p_pairable, p_pairable_type, p_pairable_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) && 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, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) {
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.mask = p_mask;
params.pairable_type = 0;
params.test_pairable_only = false;
params.abb.from(p_aabb);
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, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) {
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.mask = p_mask;
params.pairable_type = 0;
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, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) {
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.mask = p_mask;
params.pairable_type = 0;
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, uint32_t p_mask = 0xFFFFFFFF) {
if (!p_convex.size()) {
return 0;
}
Vector<Vector3> convex_points = Geometry3D::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.mask = p_mask;
params.pairable_type = 0;
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;
params.mask = 0xFFFFFFFF;
params.pairable_type = 0;
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);
// 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();
// set up the test from this item.
// this includes whether to test the non pairable tree,
// and the item mask.
tree.item_fill_cullparams(h, params);
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;
}
#ifdef BVH_CHECKS
// if neither are pairable, they should ignore each other
// THIS SHOULD NEVER HAPPEN .. now we only test the pairable tree
// if the changed item is not pairable
CRASH_COND(params.test_pairable_only && !tree._extra[ref_id].pairable);
#endif
// 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
bool item_is_pairable(BVHHandle p_handle) const { return _get_extra(p_handle).pairable; }
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);
// callback
if (unpair_callback) {
unpair_callback(pair_callback_userdata, p_from, exa.userdata, exa.subindex, p_to, exb.userdata, exb.subindex, ud_from);
}
}
// 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 and mask changes is extra expense
// this need not be done in most cases (for speed) except in the case where set_pairable 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);
// one of the two must be pairable to still pair
// if neither are pairable, we always unpair
if (exa.pairable || exb.pairable) {
// the masks must still be compatible to pair
// i.e. if there is a hit between the two, then they should stay paired
if (tree._cull_pairing_mask_test_hit(exa.pairable_mask, exa.pairable_type, exb.pairable_mask, exb.pairable_type)) {
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);
// 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;
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);
}
}
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
// 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 && expanded_aabb.encloses(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);
// 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;
void *pair_callback_userdata;
void *unpair_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;
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;
}
};
#undef BVHTREE_CLASS
#endif // BVH_H