290 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C
		
	
	
	
		
		
			
		
	
	
			290 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C
		
	
	
	
|  | /*
 | ||
|  | * Copyright (c) 2009 Erin Catto http://www.box2d.org
 | ||
|  | * | ||
|  | * 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. | ||
|  | */ | ||
|  | 
 | ||
|  | #ifndef B2_DYNAMIC_TREE_H
 | ||
|  | #define B2_DYNAMIC_TREE_H
 | ||
|  | 
 | ||
|  | #include "Box2D/Collision/b2Collision.h"
 | ||
|  | #include "Box2D/Common/b2GrowableStack.h"
 | ||
|  | 
 | ||
|  | #define b2_nullNode (-1)
 | ||
|  | 
 | ||
|  | /// A node in the dynamic tree. The client does not interact with this directly.
 | ||
|  | struct b2TreeNode | ||
|  | { | ||
|  | 	bool IsLeaf() const | ||
|  | 	{ | ||
|  | 		return child1 == b2_nullNode; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/// Enlarged AABB
 | ||
|  | 	b2AABB aabb; | ||
|  | 
 | ||
|  | 	void* userData; | ||
|  | 
 | ||
|  | 	union | ||
|  | 	{ | ||
|  | 		int32 parent; | ||
|  | 		int32 next; | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	int32 child1; | ||
|  | 	int32 child2; | ||
|  | 
 | ||
|  | 	// leaf = 0, free node = -1
 | ||
|  | 	int32 height; | ||
|  | }; | ||
|  | 
 | ||
|  | /// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
 | ||
|  | /// A dynamic tree arranges data in a binary tree to accelerate
 | ||
|  | /// queries such as volume queries and ray casts. Leafs are proxies
 | ||
|  | /// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
 | ||
|  | /// so that the proxy AABB is bigger than the client object. This allows the client
 | ||
|  | /// object to move by small amounts without triggering a tree update.
 | ||
|  | ///
 | ||
|  | /// Nodes are pooled and relocatable, so we use node indices rather than pointers.
 | ||
|  | class b2DynamicTree | ||
|  | { | ||
|  | public: | ||
|  | 	/// Constructing the tree initializes the node pool.
 | ||
|  | 	b2DynamicTree(); | ||
|  | 
 | ||
|  | 	/// Destroy the tree, freeing the node pool.
 | ||
|  | 	~b2DynamicTree(); | ||
|  | 
 | ||
|  | 	/// Create a proxy. Provide a tight fitting AABB and a userData pointer.
 | ||
|  | 	int32 CreateProxy(const b2AABB& aabb, void* userData); | ||
|  | 
 | ||
|  | 	/// Destroy a proxy. This asserts if the id is invalid.
 | ||
|  | 	void DestroyProxy(int32 proxyId); | ||
|  | 
 | ||
|  | 	/// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
 | ||
|  | 	/// then the proxy is removed from the tree and re-inserted. Otherwise
 | ||
|  | 	/// the function returns immediately.
 | ||
|  | 	/// @return true if the proxy was re-inserted.
 | ||
|  | 	bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement); | ||
|  | 
 | ||
|  | 	/// Get proxy user data.
 | ||
|  | 	/// @return the proxy user data or 0 if the id is invalid.
 | ||
|  | 	void* GetUserData(int32 proxyId) const; | ||
|  | 
 | ||
|  | 	/// Get the fat AABB for a proxy.
 | ||
|  | 	const b2AABB& GetFatAABB(int32 proxyId) const; | ||
|  | 
 | ||
|  | 	/// Query an AABB for overlapping proxies. The callback class
 | ||
|  | 	/// is called for each proxy that overlaps the supplied AABB.
 | ||
|  | 	template <typename T> | ||
|  | 	void Query(T* callback, const b2AABB& aabb) const; | ||
|  | 
 | ||
|  | 	/// Ray-cast against the proxies in the tree. This relies on the callback
 | ||
|  | 	/// to perform a exact ray-cast in the case were the proxy contains a shape.
 | ||
|  | 	/// The callback also performs the any collision filtering. This has performance
 | ||
|  | 	/// roughly equal to k * log(n), where k is the number of collisions and n is the
 | ||
|  | 	/// number of proxies in the tree.
 | ||
|  | 	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | ||
|  | 	/// @param callback a callback class that is called for each proxy that is hit by the ray.
 | ||
|  | 	template <typename T> | ||
|  | 	void RayCast(T* callback, const b2RayCastInput& input) const; | ||
|  | 
 | ||
|  | 	/// Validate this tree. For testing.
 | ||
|  | 	void Validate() const; | ||
|  | 
 | ||
|  | 	/// Compute the height of the binary tree in O(N) time. Should not be
 | ||
|  | 	/// called often.
 | ||
|  | 	int32 GetHeight() const; | ||
|  | 
 | ||
|  | 	/// Get the maximum balance of an node in the tree. The balance is the difference
 | ||
|  | 	/// in height of the two children of a node.
 | ||
|  | 	int32 GetMaxBalance() const; | ||
|  | 
 | ||
|  | 	/// Get the ratio of the sum of the node areas to the root area.
 | ||
|  | 	float32 GetAreaRatio() const; | ||
|  | 
 | ||
|  | 	/// Build an optimal tree. Very expensive. For testing.
 | ||
|  | 	void RebuildBottomUp(); | ||
|  | 
 | ||
|  | 	/// Shift the world origin. Useful for large worlds.
 | ||
|  | 	/// The shift formula is: position -= newOrigin
 | ||
|  | 	/// @param newOrigin the new origin with respect to the old origin
 | ||
|  | 	void ShiftOrigin(const b2Vec2& newOrigin); | ||
|  | 
 | ||
|  | private: | ||
|  | 
 | ||
|  | 	int32 AllocateNode(); | ||
|  | 	void FreeNode(int32 node); | ||
|  | 
 | ||
|  | 	void InsertLeaf(int32 node); | ||
|  | 	void RemoveLeaf(int32 node); | ||
|  | 
 | ||
|  | 	int32 Balance(int32 index); | ||
|  | 
 | ||
|  | 	int32 ComputeHeight() const; | ||
|  | 	int32 ComputeHeight(int32 nodeId) const; | ||
|  | 
 | ||
|  | 	void ValidateStructure(int32 index) const; | ||
|  | 	void ValidateMetrics(int32 index) const; | ||
|  | 
 | ||
|  | 	int32 m_root; | ||
|  | 
 | ||
|  | 	b2TreeNode* m_nodes; | ||
|  | 	int32 m_nodeCount; | ||
|  | 	int32 m_nodeCapacity; | ||
|  | 
 | ||
|  | 	int32 m_freeList; | ||
|  | 
 | ||
|  | 	/// This is used to incrementally traverse the tree for re-balancing.
 | ||
|  | 	uint32 m_path; | ||
|  | 
 | ||
|  | 	int32 m_insertionCount; | ||
|  | }; | ||
|  | 
 | ||
|  | inline void* b2DynamicTree::GetUserData(int32 proxyId) const | ||
|  | { | ||
|  | 	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity); | ||
|  | 	return m_nodes[proxyId].userData; | ||
|  | } | ||
|  | 
 | ||
|  | inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const | ||
|  | { | ||
|  | 	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity); | ||
|  | 	return m_nodes[proxyId].aabb; | ||
|  | } | ||
|  | 
 | ||
|  | template <typename T> | ||
|  | inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const | ||
|  | { | ||
|  | 	b2GrowableStack<int32, 256> stack; | ||
|  | 	stack.Push(m_root); | ||
|  | 
 | ||
|  | 	while (stack.GetCount() > 0) | ||
|  | 	{ | ||
|  | 		int32 nodeId = stack.Pop(); | ||
|  | 		if (nodeId == b2_nullNode) | ||
|  | 		{ | ||
|  | 			continue; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const b2TreeNode* node = m_nodes + nodeId; | ||
|  | 
 | ||
|  | 		if (b2TestOverlap(node->aabb, aabb)) | ||
|  | 		{ | ||
|  | 			if (node->IsLeaf()) | ||
|  | 			{ | ||
|  | 				bool proceed = callback->QueryCallback(nodeId); | ||
|  | 				if (proceed == false) | ||
|  | 				{ | ||
|  | 					return; | ||
|  | 				} | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				stack.Push(node->child1); | ||
|  | 				stack.Push(node->child2); | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | template <typename T> | ||
|  | inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const | ||
|  | { | ||
|  | 	b2Vec2 p1 = input.p1; | ||
|  | 	b2Vec2 p2 = input.p2; | ||
|  | 	b2Vec2 r = p2 - p1; | ||
|  | 	b2Assert(r.LengthSquared() > 0.0f); | ||
|  | 	r.Normalize(); | ||
|  | 
 | ||
|  | 	// v is perpendicular to the segment.
 | ||
|  | 	b2Vec2 v = b2Cross(1.0f, r); | ||
|  | 	b2Vec2 abs_v = b2Abs(v); | ||
|  | 
 | ||
|  | 	// Separating axis for segment (Gino, p80).
 | ||
|  | 	// |dot(v, p1 - c)| > dot(|v|, h)
 | ||
|  | 
 | ||
|  | 	float32 maxFraction = input.maxFraction; | ||
|  | 
 | ||
|  | 	// Build a bounding box for the segment.
 | ||
|  | 	b2AABB segmentAABB; | ||
|  | 	{ | ||
|  | 		b2Vec2 t = p1 + maxFraction * (p2 - p1); | ||
|  | 		segmentAABB.lowerBound = b2Min(p1, t); | ||
|  | 		segmentAABB.upperBound = b2Max(p1, t); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	b2GrowableStack<int32, 256> stack; | ||
|  | 	stack.Push(m_root); | ||
|  | 
 | ||
|  | 	while (stack.GetCount() > 0) | ||
|  | 	{ | ||
|  | 		int32 nodeId = stack.Pop(); | ||
|  | 		if (nodeId == b2_nullNode) | ||
|  | 		{ | ||
|  | 			continue; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const b2TreeNode* node = m_nodes + nodeId; | ||
|  | 
 | ||
|  | 		if (b2TestOverlap(node->aabb, segmentAABB) == false) | ||
|  | 		{ | ||
|  | 			continue; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Separating axis for segment (Gino, p80).
 | ||
|  | 		// |dot(v, p1 - c)| > dot(|v|, h)
 | ||
|  | 		b2Vec2 c = node->aabb.GetCenter(); | ||
|  | 		b2Vec2 h = node->aabb.GetExtents(); | ||
|  | 		float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h); | ||
|  | 		if (separation > 0.0f) | ||
|  | 		{ | ||
|  | 			continue; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (node->IsLeaf()) | ||
|  | 		{ | ||
|  | 			b2RayCastInput subInput; | ||
|  | 			subInput.p1 = input.p1; | ||
|  | 			subInput.p2 = input.p2; | ||
|  | 			subInput.maxFraction = maxFraction; | ||
|  | 
 | ||
|  | 			float32 value = callback->RayCastCallback(subInput, nodeId); | ||
|  | 
 | ||
|  | 			if (value == 0.0f) | ||
|  | 			{ | ||
|  | 				// The client has terminated the ray cast.
 | ||
|  | 				return; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if (value > 0.0f) | ||
|  | 			{ | ||
|  | 				// Update segment bounding box.
 | ||
|  | 				maxFraction = value; | ||
|  | 				b2Vec2 t = p1 + maxFraction * (p2 - p1); | ||
|  | 				segmentAABB.lowerBound = b2Min(p1, t); | ||
|  | 				segmentAABB.upperBound = b2Max(p1, t); | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			stack.Push(node->child1); | ||
|  | 			stack.Push(node->child2); | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | #endif
 |