bounce/src/bounce/collision/trees/dynamic_tree.cpp
2019-06-12 17:39:57 -03:00

403 lines
9.4 KiB
C++

/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/collision/trees/dynamic_tree.h>
#include <bounce/common/draw.h>
b3DynamicTree::b3DynamicTree()
{
m_root = B3_NULL_NODE_D;
// Preallocate 32 nodes.
m_nodeCapacity = 32;
m_nodes = (b3Node*) b3Alloc(m_nodeCapacity * sizeof(b3Node));
memset(m_nodes, 0, m_nodeCapacity * sizeof(b3Node));
m_nodeCount = 0;
// Link the allocated nodes and make the first node
// available the the next allocation.
AddToFreeList(m_nodeCount);
}
b3DynamicTree::~b3DynamicTree()
{
b3Free(m_nodes);
}
// Return a node from the pool.
u32 b3DynamicTree::AllocateNode()
{
B3_ASSERT(m_nodeCapacity > 0);
if (m_freeList == B3_NULL_NODE_D)
{
B3_ASSERT(m_nodeCount == m_nodeCapacity);
// Duplicate capacity.
m_nodeCapacity *= 2;
b3Node* oldNodes = m_nodes;
m_nodes = (b3Node*) b3Alloc(m_nodeCapacity * sizeof(b3Node));;
memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b3Node));
b3Free(oldNodes);
// Link the (allocated) nodes starting from the new
// node and make the new nodes available the the next allocation.
AddToFreeList(m_nodeCount);
}
// Grab the free node.
u32 node = m_freeList;
m_freeList = m_nodes[node].next;
m_nodes[node].parent = B3_NULL_NODE_D;
m_nodes[node].child1 = B3_NULL_NODE_D;
m_nodes[node].child2 = B3_NULL_NODE_D;
m_nodes[node].height = 0;
m_nodes[node].userData = NULL;
++m_nodeCount;
return node;
}
void b3DynamicTree::FreeNode(u32 node)
{
B3_ASSERT(node != B3_NULL_NODE_D && node < m_nodeCapacity);
m_nodes[node].next = m_freeList;
m_nodes[node].height = -1;
m_freeList = node;
--m_nodeCount;
}
void b3DynamicTree::AddToFreeList(u32 node)
{
B3_ASSERT(m_nodeCapacity > 0);
// Starting from the given node, relink the linked list of nodes.
for (u32 i = node; i < m_nodeCapacity - 1; ++i)
{
m_nodes[i].next = i + 1;
m_nodes[i].height = -1;
}
m_nodes[m_nodeCapacity - 1].next = B3_NULL_NODE_D;
m_nodes[m_nodeCapacity - 1].height = -1;
// Make the node available for the next allocation.
m_freeList = node;
}
u32 b3DynamicTree::InsertNode(const b3AABB3& aabb, void* userData)
{
// Insert into the array.
u32 node = AllocateNode();
m_nodes[node].aabb = aabb;
m_nodes[node].userData = userData;
m_nodes[node].height = 0;
// Insert into the tree.
InsertLeaf(node);
// Return the node ID.
return node;
}
void b3DynamicTree::RemoveNode(u32 proxyId)
{
// Remove from the tree.
RemoveLeaf(proxyId);
// Remove from the node array and make it available.
FreeNode(proxyId);
}
void b3DynamicTree::UpdateNode(u32 proxyId, const b3AABB3& aabb)
{
B3_ASSERT(m_root != B3_NULL_NODE_D);
B3_ASSERT(m_nodes[proxyId].IsLeaf());
// Remove old AABB from the tree.
RemoveLeaf(proxyId);
// Insert the new AABB to the tree.
m_nodes[proxyId].aabb = aabb;
InsertLeaf(proxyId);
}
u32 b3DynamicTree::FindBest(const b3AABB3& leafAABB) const
{
u32 index = m_root;
while (!m_nodes[index].IsLeaf())
{
float32 branchArea = m_nodes[index].aabb.SurfaceArea();
// Minumum cost of pushing the leaf down the tree.
b3AABB3 combinedAABB = b3Combine(leafAABB, m_nodes[index].aabb);
float32 combinedArea = combinedAABB.SurfaceArea();
// Cost for creating a new parent node.
float32 branchCost = 2.0f * combinedArea;
float32 inheritanceCost = 2.0f * (combinedArea - branchArea);
// The branch node child nodes cost.
u32 child1 = m_nodes[index].child1;
u32 child2 = m_nodes[index].child2;
// Cost of descending onto child1.
float32 childCost1 = 0.0f;
if (m_nodes[child1].IsLeaf())
{
b3AABB3 aabb = b3Combine(leafAABB, m_nodes[child1].aabb);
childCost1 = aabb.SurfaceArea();
}
else
{
b3AABB3 aabb = b3Combine(leafAABB, m_nodes[child1].aabb);
float32 oldArea = m_nodes[child1].aabb.SurfaceArea();
float32 newArea = aabb.SurfaceArea();
childCost1 = (newArea - oldArea) + inheritanceCost;
}
// Cost of descending onto child1.
float32 childCost2 = 0.0f;
if (m_nodes[child2].IsLeaf())
{
b3AABB3 aabb = b3Combine(leafAABB, m_nodes[child2].aabb);
childCost2 = aabb.SurfaceArea();
}
else
{
b3AABB3 aabb = b3Combine(leafAABB, m_nodes[child2].aabb);
float32 oldArea = m_nodes[child2].aabb.SurfaceArea();
float32 newArea = aabb.SurfaceArea();
childCost2 = (newArea - oldArea) + inheritanceCost;
}
// Choose the node that has the minimum cost.
if (branchCost < childCost1 && branchCost < childCost2)
{
// The current branch node is the best node and it will be used.
break;
}
// Visit the node that has the minimum cost.
index = childCost1 < childCost2 ? child1 : child2;
}
return index;
}
void b3DynamicTree::InsertLeaf(u32 leaf)
{
if (m_root == B3_NULL_NODE_D)
{
// If this tree root node is empty then just set the leaf
// node to it.
m_root = leaf;
m_nodes[m_root].parent = B3_NULL_NODE_D;
return;
}
// Get the inserted leaf AABB.
b3AABB3 leafAabb = m_nodes[leaf].aabb;
// Search for the best branch node of this tree starting from the tree root node.
u32 sibling = FindBest(leafAabb);
u32 oldParent = m_nodes[sibling].parent;
// Create and setup new parent.
u32 newParent = AllocateNode();
m_nodes[newParent].parent = oldParent;
m_nodes[newParent].child1 = sibling;
m_nodes[sibling].parent = newParent;
m_nodes[newParent].child2 = leaf;
m_nodes[leaf].parent = newParent;
m_nodes[newParent].userData = NULL;
m_nodes[newParent].aabb = b3Combine(leafAabb, m_nodes[sibling].aabb);
m_nodes[newParent].height = m_nodes[sibling].height + 1;
if (oldParent != B3_NULL_NODE_D)
{
// The sibling was not the root.
// Find which child node of the old parent is the sibling
// and link the new parent to it.
if (m_nodes[oldParent].child1 == sibling)
{
m_nodes[oldParent].child1 = newParent;
}
else
{
m_nodes[oldParent].child2 = newParent;
}
}
else
{
// If the sibling was the root then the root becomes the created
// node.
m_root = newParent;
}
// If we have ancestor nodes then adjust its AABBs.
WalkBackNodeAndCombineVolumes(newParent);
}
void b3DynamicTree::RemoveLeaf(u32 leaf)
{
if (leaf == m_root)
{
m_root = B3_NULL_NODE_D;
return;
}
u32 parent = m_nodes[leaf].parent;
u32 grandParent = m_nodes[parent].parent;
u32 sibling;
if (m_nodes[parent].child1 == leaf)
{
sibling = m_nodes[parent].child2;
}
else
{
sibling = m_nodes[parent].child1;
}
if (grandParent != B3_NULL_NODE_D)
{
if (m_nodes[grandParent].child1 == parent)
{
m_nodes[grandParent].child1 = sibling;
}
else
{
m_nodes[grandParent].child2 = sibling;
}
m_nodes[sibling].parent = grandParent;
// Remove parent node.
FreeNode(parent);
// If we have ancestor then nodes adjust its AABBs.
WalkBackNodeAndCombineVolumes(grandParent);
}
else
{
m_root = sibling;
m_nodes[sibling].parent = B3_NULL_NODE_D;
// Remove parent node.
FreeNode(parent);
}
}
void b3DynamicTree::WalkBackNodeAndCombineVolumes(u32 node)
{
while (node != B3_NULL_NODE_D)
{
//@todo node = Balance(node);
u32 child1 = m_nodes[node].child1;
u32 child2 = m_nodes[node].child2;
B3_ASSERT(child1 != B3_NULL_NODE_D);
B3_ASSERT(child2 != B3_NULL_NODE_D);
m_nodes[node].height = 1 + b3Max(m_nodes[child1].height, m_nodes[child2].height);
m_nodes[node].aabb = b3Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
node = m_nodes[node].parent;
}
}
void b3DynamicTree::Validate(u32 nodeID) const
{
if (nodeID == B3_NULL_NODE_D)
{
return;
}
// The root node has no parent.
if (nodeID == m_root)
{
B3_ASSERT(m_nodes[nodeID].parent == B3_NULL_NODE_D);
}
const b3Node* node = m_nodes + nodeID;
u32 child1 = node->child1;
u32 child2 = node->child2;
if (node->IsLeaf())
{
// Leaf nodes has no children and its height is zero.
B3_ASSERT(child1 == B3_NULL_NODE_D);
B3_ASSERT(child2 == B3_NULL_NODE_D);
B3_ASSERT(node->height == 0);
}
else
{
B3_ASSERT(0 <= child1 && child1 < m_nodeCapacity);
B3_ASSERT(0 <= child2 && child2 < m_nodeCapacity);
// The parent of its children is its parent (really?!).
B3_ASSERT(m_nodes[child1].parent == nodeID);
B3_ASSERT(m_nodes[child2].parent == nodeID);
// Walk down the tree.
Validate(child1);
Validate(child2);
}
}
void b3DynamicTree::Draw() const
{
if (m_nodeCount == 0)
{
return;
}
b3Stack<u32, 256> stack;
stack.Push(m_root);
while (!stack.IsEmpty())
{
u32 nodeIndex = stack.Top();
stack.Pop();
if (nodeIndex == B3_NULL_NODE_D)
{
continue;
}
const b3Node* node = m_nodes + nodeIndex;
if (node->IsLeaf())
{
b3Draw_draw->DrawAABB(node->aabb, b3Color_pink);
}
else
{
b3Draw_draw->DrawAABB(node->aabb, b3Color_red);
stack.Push(node->child1);
stack.Push(node->child2);
}
}
}