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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Core/FixedSizeFreeList.h>
- #include <Core/Atomics.h>
- #include <Core/NonCopyable.h>
- #include <Physics/Body/BodyManager.h>
- #include <Physics/Collision/BroadPhase/BroadPhase.h>
- #ifdef JPH_TRACK_BROADPHASE_STATS
- #include <map>
- #endif // JPH_TRACK_BROADPHASE_STATS
- namespace JPH {
- /// Internal tree structure in broadphase, is essentially a quad AABB tree.
- /// Tree is lockless (except for UpdatePrepare/Finalize() function), modifying objects in the tree will widen the aabbs of parent nodes to make the node fit.
- /// During the UpdatePrepare/Finalize() call the tree is rebuilt to achieve a tight fit again.
- class QuadTree : public NonCopyable
- {
- private:
- // Forward declare
- class AtomicNodeID;
- /// Class that points to either a body or a node in the tree
- class NodeID
- {
- public:
- /// Default constructor does not initialize
- inline NodeID() = default;
- /// Construct a node ID
- static inline NodeID sInvalid() { return NodeID(cInvalidNodeIndex); }
- static inline NodeID sFromBodyID(BodyID inID) { NodeID node_id(inID.GetIndexAndSequenceNumber()); JPH_ASSERT(node_id.IsBody()); return node_id; }
- static inline NodeID sFromNodeIndex(uint32 inIdx) { NodeID node_id(inIdx | cIsNode); JPH_ASSERT(node_id.IsNode()); return node_id; }
- /// Check what type of ID it is
- inline bool IsValid() const { return mID != cInvalidNodeIndex; }
- inline bool IsBody() const { return (mID & cIsNode) == 0; }
- inline bool IsNode() const { return (mID & cIsNode) != 0; }
- /// Get body or node index
- inline BodyID GetBodyID() const { JPH_ASSERT(IsBody()); return BodyID(mID); }
- inline uint32 GetNodeIndex() const { JPH_ASSERT(IsNode()); return mID & ~cIsNode; }
- /// Comparison
- inline bool operator == (const BodyID &inRHS) const { return mID == inRHS.GetIndexAndSequenceNumber(); }
- inline bool operator == (const NodeID &inRHS) const { return mID == inRHS.mID; }
- private:
- friend class AtomicNodeID;
- inline explicit NodeID(uint32 inID) : mID(inID) { }
- static const uint32 cIsNode = BodyID::cBroadPhaseBit; ///< If this bit is set it means that the ID refers to a node, otherwise it refers to a body
- uint32 mID;
- };
- static_assert(sizeof(NodeID) == sizeof(BodyID), "Body id's should have the same size as NodeIDs");
- /// A NodeID that uses atomics to store the value
- class AtomicNodeID
- {
- public:
- /// Constructor
- AtomicNodeID() = default;
- explicit AtomicNodeID(const NodeID &inRHS) : mID(inRHS.mID) { }
- /// Assignment
- inline void operator = (const NodeID &inRHS) { mID = inRHS.mID; }
- /// Getting the value
- inline operator const NodeID () const { return NodeID(mID); }
- /// Check if the ID is valid
- inline bool IsValid() const { return mID != cInvalidNodeIndex; }
- /// Comparison
- inline bool operator == (const BodyID &inRHS) const { return mID == inRHS.GetIndexAndSequenceNumber(); }
- inline bool operator == (const NodeID &inRHS) const { return mID == inRHS.mID; }
- /// Atomically compare and swap value. Expects inOld value, replaces with inNew value or returns false
- inline bool CompareExchange(NodeID inOld, NodeID inNew) { return mID.compare_exchange_strong(inOld.mID, inNew.mID); }
- private:
- atomic<uint32> mID;
- };
- /// Class that represents a node in the tree
- class Node
- {
- public:
- /// Construct node
- explicit Node(bool inLocked);
- /// Get bounding box encapsulating all children
- void GetNodeBounds(AABox &outBounds) const;
- /// Get bounding box in a consistent way with the functions below (check outBounds.IsValid() before using the box)
- void GetChildBounds(int inChildIndex, AABox &outBounds) const;
- /// Set the bounds in such a way that other threads will either see a fully correct bounding box or a bounding box with no volume
- void SetChildBounds(int inChildIndex, const AABox &inBounds);
- /// Invalidate bounding box in such a way that other threads will not temporarily see a very large bounding box
- void InvalidateChildBounds(int inChildIndex);
- /// Encapsulate inBounds in node bounds, returns true if there were changes
- bool EncapsulateChildBounds(int inChildIndex, const AABox &inBounds);
- /// Bounding box for child nodes or bodies (all initially set to invalid so no collision test will ever traverse to the leaf)
- atomic<float> mBoundsMinX[4];
- atomic<float> mBoundsMinY[4];
- atomic<float> mBoundsMinZ[4];
- atomic<float> mBoundsMaxX[4];
- atomic<float> mBoundsMaxY[4];
- atomic<float> mBoundsMaxZ[4];
- /// Index of child node or body ID.
- AtomicNodeID mChildNodeID[4];
- /// Index of the parent node.
- /// Note: This value is unreliable during the UpdatePrepare/Finalize() function as a node may be relinked to the newly built tree.
- atomic<uint32> mParentNodeIndex;
- /// If this part of the tree is locked, meaning we will treat this sub tree as a single body during the UpdatePrepare/Finalize().
- /// If any changes are made to an object inside this sub tree then the direct path from the body to the top of the tree will become unlocked.
- atomic<uint32> mIsLocked;
- // Padding to align to 124 bytes
- uint32 mPadding = 0;
- };
- // Maximum size of the stack during tree walk
- static constexpr int cStackSize = 128;
- static_assert(sizeof(atomic<float>) == 4, "Assuming that an atomic doesn't add any additional storage");
- static_assert(sizeof(atomic<uint32>) == 4, "Assuming that an atomic doesn't add any additional storage");
- static_assert(is_trivially_destructible<Node>(), "Assuming that we don't have a destructor");
- public:
- /// Class that allocates tree nodes, can be shared between multiple trees
- using Allocator = FixedSizeFreeList<Node>;
- static_assert(Allocator::ObjectStorageSize == 128, "Node should be 128 bytes");
- /// Data to track location of a Body in the tree
- struct Tracking
- {
- /// Constructor to satisfy the vector class
- Tracking() = default;
- Tracking(const Tracking &inRHS) : mBroadPhaseLayer(inRHS.mBroadPhaseLayer.load()), mObjectLayer(inRHS.mObjectLayer.load()), mBodyLocation(inRHS.mBodyLocation.load()) { }
- /// Invalid body location identifier
- static const uint32 cInvalidBodyLocation = 0xffffffff;
- atomic<BroadPhaseLayer::Type> mBroadPhaseLayer = (BroadPhaseLayer::Type)cBroadPhaseLayerInvalid;
- atomic<ObjectLayer> mObjectLayer = cObjectLayerInvalid;
- atomic<uint32> mBodyLocation { cInvalidBodyLocation };
- };
- using TrackingVector = vector<Tracking>;
- /// Destructor
- ~QuadTree();
- #if defined(JPH_EXTERNAL_PROFILE) || defined(JPH_PROFILE_ENABLED)
- /// Name of the tree for debugging purposes
- void SetName(const char *inName) { mName = inName; }
- inline const char * GetName() const { return mName; }
- #endif // JPH_EXTERNAL_PROFILE || JPH_PROFILE_ENABLED
- /// Check if there is anything in the tree
- inline bool HasBodies() const { return mNumBodies != 0; }
- /// Check if the tree needs an UpdatePrepare/Finalize()
- inline bool IsDirty() const { return mIsDirty; }
- /// Check if this tree can get an UpdatePrepare/Finalize() or if it needs a DiscardOldTree() first
- inline bool CanBeUpdated() const { return mFreeNodeBatch.mNumObjects == 0; }
- /// Initialization
- void Init(Allocator &inAllocator);
- struct UpdateState
- {
- NodeID * mAllNodeIDs; ///< Temporary storage for all leaf node ID's in the tree that must be grouped into a new tree
- NodeID mRootNodeID; ///< This will be the new root node id
- };
- /// Will throw away the previous frame's nodes so that we can start building a new tree in the background
- void DiscardOldTree();
- /// Update the broadphase, needs to be called regularly to achieve a tight fit of the tree when bodies have been modified.
- /// UpdatePrepare() will build the tree, UpdateFinalize() will lock the root of the tree shortly and swap the trees and afterwards clean up temporary data structures.
- void UpdatePrepare(const BodyVector &inBodies, TrackingVector &ioTracking, UpdateState &outUpdateState);
- void UpdateFinalize(const BodyVector &inBodies, TrackingVector &ioTracking, UpdateState &inUpdateState);
- /// Temporary data structure to pass information between AddBodiesPrepare and AddBodiesFinalize/Abort
- struct AddState
- {
- NodeID mLeafID = NodeID::sInvalid();
- AABox mLeafBounds;
- };
- /// Prepare adding inNumber bodies at ioBodyIDs to the quad tree, returns the state in outState that should be used in AddBodiesFinalize.
- /// This can be done on a background thread without influencing the broadphase.
- /// ioBodyIDs may be shuffled around by this function.
- void AddBodiesPrepare(const BodyVector &inBodies, TrackingVector &ioTracking, BodyID *ioBodyIDs, int inNumber, AddState &outState);
- /// Finalize adding bodies to the quadtree, supply the same number of bodies as in AddBodiesPrepare.
- void AddBodiesFinalize(TrackingVector &ioTracking, int inNumberBodies, const AddState &inState);
- /// Abort adding bodies to the quadtree, supply the same bodies and state as in AddBodiesPrepare.
- /// This can be done on a background thread without influencing the broadphase.
- void AddBodiesAbort(TrackingVector &ioTracking, const AddState &inState);
- /// Remove inNumber bodies in ioBodyIDs from the quadtree.
- /// ioBodyIDs may be shuffled around by this function.
- void RemoveBodies(const BodyVector &inBodies, TrackingVector &ioTracking, BodyID *ioBodyIDs, int inNumber);
- /// Call whenever the aabb of a body changes (can change order of ioBodyIDs array).
- void NotifyBodiesAABBChanged(const BodyVector &inBodies, const TrackingVector &inTracking, BodyID *ioBodyIDs, int inNumber);
- /// Cast a ray and get the intersecting bodies in ioCollector.
- void CastRay(const RayCast &inRay, RayCastBodyCollector &ioCollector, const ObjectLayerFilter &inObjectLayerFilter, const TrackingVector &inTracking) const;
- /// Get bodies intersecting with inBox in ioCollector
- void CollideAABox(const AABox &inBox, CollideShapeBodyCollector &ioCollector, const ObjectLayerFilter &inObjectLayerFilter, const TrackingVector &inTracking) const;
- /// Get bodies intersecting with a sphere in ioCollector
- void CollideSphere(Vec3Arg inCenter, float inRadius, CollideShapeBodyCollector &ioCollector, const ObjectLayerFilter &inObjectLayerFilter, const TrackingVector &inTracking) const;
- /// Get bodies intersecting with a point and any hits to ioCollector
- void CollidePoint(Vec3Arg inPoint, CollideShapeBodyCollector &ioCollector, const ObjectLayerFilter &inObjectLayerFilter, const TrackingVector &inTracking) const;
-
- /// Get bodies intersecting with an oriented box and any hits to ioCollector
- void CollideOrientedBox(const OrientedBox &inBox, CollideShapeBodyCollector &ioCollector, const ObjectLayerFilter &inObjectLayerFilter, const TrackingVector &inTracking) const;
- /// Cast a box and get intersecting bodies in ioCollector
- void CastAABox(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const ObjectLayerFilter &inObjectLayerFilter, const TrackingVector &inTracking) const;
- /// Find all colliding pairs between dynamic bodies, calls ioPairCollector for every pair found
- void FindCollidingPairs(const BodyVector &inBodies, const BodyID *inActiveBodies, int inNumActiveBodies, float inSpeculativeContactDistance, BodyPairCollector &ioPairCollector, ObjectLayerPairFilter inObjectLayerPairFilter) const;
- #ifdef JPH_TRACK_BROADPHASE_STATS
- /// Trace the stats of this tree to the TTY
- void ReportStats() const;
- #endif // JPH_TRACK_BROADPHASE_STATS
- private:
- /// Constants
- static const uint32 cInvalidNodeIndex = 0xffffffff; ///< Value used to indicate node index is invalid
- static const float cLargeFloat; ///< A large floating point number that is small enough to not cause any overflows
- static const AABox cInvalidBounds; ///< Invalid bounding box using cLargeFloat
- /// We alternate between two trees in order to let collision queries complete in parallel to adding/removing objects to the tree
- struct RootNode
- {
- /// Get the ID of the root node
- inline NodeID GetNodeID() const { return NodeID::sFromNodeIndex(mIndex); }
- /// Index of the root node of the tree (this is always a node, never a body id)
- atomic<uint32> mIndex { cInvalidNodeIndex };
- };
- /// Caches location of body inBodyID in the tracker, body can be found in mNodes[inNodeIdx].mChildNodeID[inChildIdx]
- void GetBodyLocation(const TrackingVector &inTracking, BodyID inBodyID, uint32 &outNodeIdx, uint32 &outChildIdx) const;
- void SetBodyLocation(TrackingVector &ioTracking, BodyID inBodyID, uint32 inNodeIdx, uint32 inChildIdx) const;
- void InvalidateBodyLocation(TrackingVector &ioTracking, BodyID inBodyID);
- /// Get the current root of the tree
- JPH_INLINE const RootNode & GetCurrentRoot() const { return mRootNode[mRootNodeIndex]; }
- JPH_INLINE RootNode & GetCurrentRoot() { return mRootNode[mRootNodeIndex]; }
- /// Depending on if inNodeID is a body or tree node return the bounding box
- inline AABox GetNodeOrBodyBounds(const BodyVector &inBodies, NodeID inNodeID) const;
- /// Unlock node and all of its parents
- inline void UnlockNodeAndParents(uint32 inNodeIndex);
- /// Widen parent bounds of node inNodeIndex to encapsulate inNewBounds, also unlock the node and its parents
- inline void WidenAndUnlockNodeAndParents(uint32 inNodeIndex, const AABox &inNewBounds);
- /// Allocate a new node
- inline uint32 AllocateNode(bool inLocked);
- /// Try to insert a new leaf to the tree at inNodeIndex
- inline bool TryInsertLeaf(TrackingVector &ioTracking, int inNodeIndex, NodeID inLeafID, const AABox &inLeafBounds, int inLeafNumBodies);
- /// Try to replace the existing root with a new root that contains both the existing root and the new leaf
- inline bool TryCreateNewRoot(TrackingVector &ioTracking, atomic<uint32> &ioRootNodeIndex, NodeID inLeafID, const AABox &inLeafBounds, int inLeafNumBodies);
- /// Build a tree for ioBodyIDs, returns the NodeID of the root (which will be the ID of a single body if inNumber = 1)
- NodeID BuildTree(const BodyVector &inBodies, TrackingVector &ioTracking, NodeID *ioNodeIDs, int inNumber, uint32 inParentNodeIndex, bool inLocked, AABox &outBounds);
- /// Sorts ioNodeIDs spatially into 2 groups. Second groups starts at ioNodeIDs + outMidPoint.
- /// After the function returns ioNodeIDs and ioNodeCenters will be shuffled
- static void sPartition(NodeID *ioNodeIDs, Vec3 *ioNodeCenters, int inNumber, int &outMidPoint);
- /// Sorts ioNodeIDs from inBegin to (but excluding) inEnd spatially into 4 groups.
- /// outSplit needs to be 5 ints long, when the function returns each group runs from outSplit[i] to (but excluding) outSplit[i + 1]
- /// After the function returns ioNodeIDs and ioNodeCenters will be shuffled
- static void sPartition4(NodeID *ioNodeIDs, Vec3 *ioNodeCenters, int inBegin, int inEnd, int *outSplit);
- #ifdef _DEBUG
- /// Validate that the tree is consistent.
- /// Note: This function only works if the tree is not modified while we're traversing it.
- void ValidateTree(const BodyVector &inBodies, const TrackingVector &inTracking, uint32 inNodeIndex, uint32 inNumExpectedBodies) const;
- #endif
- #ifdef JPH_TRACK_BROADPHASE_STATS
- /// Mutex protecting the various LayerToStats members
- mutable Mutex mStatsMutex;
- struct Stat
- {
- uint64 mNumQueries = 0;
- uint64 mNodesVisited = 0;
- uint64 mBodiesVisited = 0;
- uint64 mHitsReported = 0;
- uint64 mTotalTicks = 0;
- uint64 mCollectorTicks = 0;
- };
-
- using LayerToStats = map<string, Stat>;
- /// Trace the stats of a single query type to the TTY
- void ReportStats(const char *inName, const LayerToStats &inLayer) const;
-
- mutable LayerToStats mCastRayStats;
- mutable LayerToStats mCollideAABoxStats;
- mutable LayerToStats mCollideSphereStats;
- mutable LayerToStats mCollidePointStats;
- mutable LayerToStats mCollideOrientedBoxStats;
- mutable LayerToStats mCastAABoxStats;
- #endif // JPH_TRACK_BROADPHASE_STATS
- /// Walk the node tree calling the Visitor::VisitNodes for each node encountered and Visitor::VisitBody for each body encountered
- template <class Visitor>
- JPH_INLINE void WalkTree(const ObjectLayerFilter &inObjectLayerFilter, const TrackingVector &inTracking, Visitor &ioVisitor JPH_IF_TRACK_BROADPHASE_STATS(, LayerToStats &ioStats)) const;
- #if defined(JPH_EXTERNAL_PROFILE) || defined(JPH_PROFILE_ENABLED)
- /// Name of this tree for debugging purposes
- const char * mName = "Layer";
- #endif // JPH_EXTERNAL_PROFILE || JPH_PROFILE_ENABLED
- /// Number of bodies currently in the tree
- atomic<uint32> mNumBodies { 0 };
- /// We alternate between two tree root nodes. When updating, we activate the new tree and we keep the old tree alive.
- /// for queries that are in progress until the next time DiscardOldTree() is called.
- RootNode mRootNode[2];
- atomic<uint32> mRootNodeIndex { 0 };
- /// Allocator that controls adding / freeing nodes
- Allocator * mAllocator = nullptr;
- /// This is a list of nodes that must be deleted after the trees are swapped and the old tree is no longer in use
- Allocator::Batch mFreeNodeBatch;
- /// Flag to keep track of changes to the broadphase, if false, we don't need to UpdatePrepare/Finalize()
- atomic<bool> mIsDirty = false;
- };
- } // JPH
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