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