mirror of
https://github.com/godotengine/godot
synced 2024-11-02 11:59:10 +00:00
91d252c697
Provides a workaround to prevent tripping a compiler warning.
215 lines
6.3 KiB
C++
215 lines
6.3 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 {
|
|
// Before doing user defined pairing checks (especially in the find_leavers function),
|
|
// we may want to check that two items have compatible tree ids and tree masks,
|
|
// as if they are incompatible they should not pair / collide.
|
|
bool are_item_trees_compatible(const ItemExtra &p_other) const {
|
|
uint32_t other_type = 1 << p_other.tree_id;
|
|
if (tree_collision_mask & other_type) {
|
|
return true;
|
|
}
|
|
uint32_t our_type = 1 << tree_id;
|
|
if (p_other.tree_collision_mask & our_type) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// There can be multiple user defined trees
|
|
uint32_t tree_id;
|
|
|
|
// Defines which trees this item should collision check against.
|
|
// 1 << tree_id, and normally items would collide against there own
|
|
// tree (but not always).
|
|
uint32_t tree_collision_mask;
|
|
|
|
uint32_t last_updated_tick;
|
|
int32_t subindex;
|
|
|
|
T *userdata;
|
|
|
|
// 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;
|
|
};
|
|
|
|
// 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) {
|
|
BVH_ASSERT(p_id < MAX_ITEMS);
|
|
return aabbs[p_id];
|
|
}
|
|
const BVHABB_CLASS &get_aabb(uint32_t p_id) const {
|
|
BVH_ASSERT(p_id < MAX_ITEMS);
|
|
return aabbs[p_id];
|
|
}
|
|
|
|
uint32_t &get_item_ref_id(uint32_t p_id) {
|
|
BVH_ASSERT(p_id < MAX_ITEMS);
|
|
return item_ref_ids[p_id];
|
|
}
|
|
const uint32_t &get_item_ref_id(uint32_t p_id) const {
|
|
BVH_ASSERT(p_id < MAX_ITEMS);
|
|
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;
|
|
}
|
|
#ifdef DEV_ENABLED
|
|
return -1;
|
|
#else
|
|
ERR_FAIL_V_MSG(0, "BVH request_item error.");
|
|
#endif
|
|
}
|
|
};
|
|
|
|
// 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, uint32_t, true> _refs;
|
|
PooledList<ItemExtra, uint32_t, true> _extra;
|
|
PooledList<ItemPairs> _pairs;
|
|
|
|
// these 2 are not in sync .. nodes != leaves!
|
|
PooledList<TNode, uint32_t, true> _nodes;
|
|
PooledList<TLeaf, uint32_t, 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 can now have a user definable number of trees.
|
|
// This allows using e.g. a non-pairable and pairable tree,
|
|
// which can be more efficient for example, if we only need check non pairable against the pairable tree.
|
|
// It also may be more efficient in terms of separating static from dynamic objects, by reducing housekeeping.
|
|
// However this is a trade off, as there is a cost of traversing two trees.
|
|
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;
|
|
|
|
#ifdef BVH_ALLOW_AUTO_EXPANSION
|
|
bool _auto_pairing_expansion = true;
|
|
#endif
|
|
|
|
// when using an expanded bound, we must detect the condition where a new AABB
|
|
// is significantly smaller than the expanded bound, as this is a special case where we
|
|
// should override the optimization and create a new expanded bound.
|
|
// This threshold is derived from the _pairing_expansion, and should be recalculated
|
|
// if _pairing_expansion is changed.
|
|
real_t _aabb_shrinkage_threshold = 0.0;
|