241 lines
5.9 KiB
C++
241 lines
5.9 KiB
C++
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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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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#ifndef B3_DYNAMIC_TREE_H
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#define B3_DYNAMIC_TREE_H
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#include <bounce/common/template/stack.h>
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#include <bounce/collision/shapes/aabb3.h>
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#include <bounce/collision/collision.h>
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#define B3_NULL_NODE_D (0xFFFFFFFF)
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// AABB tree for dynamic AABBs.
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class b3DynamicTree
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{
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public :
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b3DynamicTree();
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~b3DynamicTree();
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// Insert a node into the tree and return its ID.
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u32 InsertNode(const b3AABB3& aabb, void* userData);
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// Remove a node from the tree.
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void RemoveNode(u32 proxyId);
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// Update a node AABB.
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void UpdateNode(u32 proxyId, const b3AABB3& aabb);
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// Get the (fat) AABB of a given proxy.
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const b3AABB3& GetAABB(u32 proxyId) const;
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// Get the data associated with a given proxy.
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void* GetUserData(u32 proxyId) const;
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// Check if two aabbs in this tree are overlapping.
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bool TestOverlap(u32 proxy1, u32 proxy2) const;
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// Keep reporting the client callback the AABBs that are overlapping with
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// the given AABB. The client callback must return true if the query
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// must be stopped or false to continue looking for more overlapping pairs.
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template<class T>
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void QueryAABB(T* callback, const b3AABB3& aabb) const;
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// Keep reporting the client callback all AABBs that are overlapping with
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// the given ray. The client callback must return the new intersection fraction.
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// If the fraction == 0 then the query is cancelled immediately.
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template<class T>
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void RayCast(T* callback, const b3RayCastInput& input) const;
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// Validate a given node of this tree.
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void Validate(u32 node) const;
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// Draw this tree.
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void Draw() const;
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private :
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struct b3Node
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{
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// Is this node a leaf?
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bool IsLeaf() const
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{
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//A node is a leaf if child 2 == B3_NULL_NODE_D or height == 0.
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return child1 == B3_NULL_NODE_D;
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}
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// The fattened node AABB.
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b3AABB3 aabb;
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// The associated user data.
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void* userData;
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union
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{
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u32 parent;
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u32 next;
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};
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u32 child1;
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u32 child2;
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// Flag
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// leaf if 0, free node if -1
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i32 height;
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};
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// Insert a node into the tree.
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void InsertLeaf(u32 node);
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// Remove a node from the tree.
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void RemoveLeaf(u32 node);
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// Rebuild the hierarchy starting from the given node.
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void WalkBackNodeAndCombineVolumes(u32 node);
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// Find the best node that can be merged with a given AABB.
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u32 FindBest(const b3AABB3& aabb) const;
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// Peel a node from the free list and insert into the node array.
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// Allocate a new node if necessary. The function returns the new node index.
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u32 AllocateNode();
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// Free a node from the node pool and add it to the free list.
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void FreeNode(u32 node);
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// Make a node available for the next allocation.
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void AddToFreeList(u32 node);
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// The root of this tree.
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u32 m_root;
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// The nodes of this tree stored in an array.
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b3Node* m_nodes;
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u32 m_nodeCount;
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u32 m_nodeCapacity;
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u32 m_freeList;
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};
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inline const b3AABB3& b3DynamicTree::GetAABB(u32 proxyId) const
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{
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B3_ASSERT(proxyId != B3_NULL_NODE_D && proxyId < m_nodeCapacity);
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return m_nodes[proxyId].aabb;
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}
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inline void* b3DynamicTree::GetUserData(u32 proxyId) const
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{
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B3_ASSERT(proxyId != B3_NULL_NODE_D && proxyId < m_nodeCapacity);
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return m_nodes[proxyId].userData;
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}
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inline bool b3DynamicTree::TestOverlap(u32 proxy1, u32 proxy2) const
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{
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B3_ASSERT(proxy1 != B3_NULL_NODE_D && proxy1 < m_nodeCapacity);
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B3_ASSERT(proxy2 != B3_NULL_NODE_D && proxy2 < m_nodeCapacity);
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return b3TestOverlap(m_nodes[proxy1].aabb, m_nodes[proxy2].aabb);
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}
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template<class T>
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inline void b3DynamicTree::QueryAABB(T* callback, const b3AABB3& aabb) const
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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() == false)
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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 (b3TestOverlap(node->aabb, aabb) == true)
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{
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if (node->IsLeaf() == true)
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{
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if (callback->Report(nodeIndex) == false)
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{
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return;
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}
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}
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else
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{
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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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}
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template<class T>
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inline void b3DynamicTree::RayCast(T* callback, const b3RayCastInput& input) const
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{
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b3Vec3 p1 = input.p1;
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b3Vec3 p2 = input.p2;
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b3Vec3 d = p2 - p1;
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float32 maxFraction = input.maxFraction;
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// Ensure non-degenerate segment.
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B3_ASSERT(b3Dot(d, d) > B3_EPSILON * B3_EPSILON);
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b3Stack<u32, 256> stack;
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stack.Push(m_root);
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while (stack.IsEmpty() == false)
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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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float32 minFraction = 0.0f;
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if (node->aabb.TestRay(p1, p2, maxFraction, minFraction) == true)
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{
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if (node->IsLeaf() == true)
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{
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b3RayCastInput subInput;
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subInput.p1 = input.p1;
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subInput.p2 = input.p2;
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subInput.maxFraction = maxFraction;
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float32 newFraction = callback->Report(subInput, nodeIndex);
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if (newFraction == 0.0f)
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{
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// The client has stopped the query.
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return;
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}
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}
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else
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{
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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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}
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#endif |