reactphysics3d/include/reactphysics3d/collision/broadphase/DynamicAABBTree.h
Daniel Chappuis b3d8b13214 Fix warnings
2021-11-18 16:52:11 +01:00

336 lines
11 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2020 Daniel Chappuis *
*********************************************************************************
* *
* 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 REACTPHYSICS3D_DYNAMIC_AABB_TREE_H
#define REACTPHYSICS3D_DYNAMIC_AABB_TREE_H
// Libraries
#include <reactphysics3d/configuration.h>
#include <reactphysics3d/collision/shapes/AABB.h>
#include <reactphysics3d/containers/Set.h>
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Declarations
class BroadPhaseSystem;
class BroadPhaseRaycastTestCallback;
class DynamicAABBTreeOverlapCallback;
class CollisionBody;
struct RaycastTest;
class AABB;
class Profiler;
class MemoryAllocator;
// Structure TreeNode
/**
* This structure represents a node of the dynamic AABB tree.
*/
struct TreeNode {
// -------------------- Constants -------------------- //
/// Null tree node constant
const static int32 NULL_TREE_NODE;
// -------------------- Attributes -------------------- //
// A node is either in the tree (has a parent) or in the free nodes array
// (has a next node)
union {
/// Parent node ID
int32 parentID;
/// Next allocated node ID
int32 nextNodeID;
};
// A node is either a leaf (has data) or is an internal node (has children)
union {
/// Left and right child of the node (children[0] = left child)
int32 children[2];
/// Two pieces of data stored at that node (in case the node is a leaf)
union {
int32 dataInt[2];
void* dataPointer;
};
};
/// Height of the node in the tree
int16 height;
/// Fat axis aligned bounding box (AABB) corresponding to the node
AABB aabb;
// -------------------- Methods -------------------- //
/// Constructor
TreeNode() : nextNodeID(NULL_TREE_NODE), height(-1) {
}
/// Return true if the node is a leaf of the tree
bool isLeaf() const;
};
// Class DynamicAABBTreeOverlapCallback
/**
* Overlapping callback method that has to be used as parameter of the
* reportAllShapesOverlappingWithNode() method.
*/
class DynamicAABBTreeOverlapCallback {
public :
// Called when a overlapping node has been found during the call to
// DynamicAABBTree:reportAllShapesOverlappingWithAABB()
virtual void notifyOverlappingNode(int nodeId)=0;
// Destructor
virtual ~DynamicAABBTreeOverlapCallback() = default;
};
// Class DynamicAABBTreeRaycastCallback
/**
* Raycast callback in the Dynamic AABB Tree called when the AABB of a leaf
* node is hit by the ray.
*/
class DynamicAABBTreeRaycastCallback {
public:
// Called when the AABB of a leaf node is hit by a ray
virtual decimal raycastBroadPhaseShape(int32 nodeId, const Ray& ray)=0;
virtual ~DynamicAABBTreeRaycastCallback() = default;
};
// Class DynamicAABBTree
/**
* This class implements a dynamic AABB tree that is used for broad-phase
* collision detection. The following implementation is
* based on the one from Erin Catto in Box2D as described in the book
* "Introduction to Game Physics with Box2D" by Ian Parberry.
*/
class DynamicAABBTree {
private:
// -------------------- Attributes -------------------- //
/// Memory allocator
MemoryAllocator& mAllocator;
/// Pointer to the memory location of the nodes of the tree
TreeNode* mNodes;
/// ID of the root node of the tree
int32 mRootNodeID;
/// ID of the first node of the array of free (allocated) nodes in the tree that we can use
int32 mFreeNodeID;
/// Number of allocated nodes in the tree
int32 mNbAllocatedNodes;
/// Number of nodes in the tree
int32 mNbNodes;
/// The fat AABB is the initial AABB inflated by a given percentage of its size.
decimal mFatAABBInflatePercentage;
#ifdef IS_RP3D_PROFILING_ENABLED
/// Pointer to the profiler
Profiler* mProfiler;
#endif
// -------------------- Methods -------------------- //
/// Allocate and return a node to use in the tree
int32 allocateNode();
/// Release a node
void releaseNode(int32 nodeID);
/// Insert a leaf node in the tree
void insertLeafNode(int32 nodeID);
/// Remove a leaf node from the tree
void removeLeafNode(int32 nodeID);
/// Balance the sub-tree of a given node using left or right rotations.
int32 balanceSubTreeAtNode(int32 nodeID);
/// Compute the height of a given node in the tree
int computeHeight(int32 nodeID);
/// Internally add an object into the tree
int32 addObjectInternal(const AABB& aabb);
/// Initialize the tree
void init();
#ifndef NDEBUG
/// Check if the tree structure is valid (for debugging purpose)
void check() const;
/// Check if the node structure is valid (for debugging purpose)
void checkNode(int32 nodeID) const;
#endif
public:
// -------------------- Methods -------------------- //
/// Constructor
DynamicAABBTree(MemoryAllocator& allocator, decimal fatAABBInflatePercentage = decimal(0.0));
/// Destructor
~DynamicAABBTree();
/// Add an object into the tree (where node data are two integers)
int32 addObject(const AABB& aabb, int32 data1, int32 data2);
/// Add an object into the tree (where node data is a pointer)
int32 addObject(const AABB& aabb, void* data);
/// Remove an object from the tree
void removeObject(int32 nodeID);
/// Update the dynamic tree after an object has moved.
bool updateObject(int32 nodeID, const AABB& newAABB, bool forceReinsert = false);
/// Return the fat AABB corresponding to a given node ID
const AABB& getFatAABB(int32 nodeID) const;
/// Return the pointer to the data array of a given leaf node of the tree
int32* getNodeDataInt(int32 nodeID) const;
/// Return the data pointer of a given leaf node of the tree
void* getNodeDataPointer(int32 nodeID) const;
/// Report all shapes overlapping with all the shapes in the map in parameter
void reportAllShapesOverlappingWithShapes(const Array<int32>& nodesToTest, uint32 startIndex,
size_t endIndex, Array<Pair<int32, int32>>& outOverlappingNodes) const;
/// Report all shapes overlapping with the AABB given in parameter.
void reportAllShapesOverlappingWithAABB(const AABB& aabb, Array<int>& overlappingNodes) const;
/// Ray casting method
void raycast(const Ray& ray, DynamicAABBTreeRaycastCallback& callback) const;
/// Compute the height of the tree
int computeHeight();
/// Return the root AABB of the tree
AABB getRootAABB() const;
/// Clear all the nodes and reset the tree
void reset();
#ifdef IS_RP3D_PROFILING_ENABLED
/// Set the profiler
void setProfiler(Profiler* profiler);
#endif
};
// Return true if the node is a leaf of the tree
RP3D_FORCE_INLINE bool TreeNode::isLeaf() const {
return (height == 0);
}
// Return the fat AABB corresponding to a given node ID
RP3D_FORCE_INLINE const AABB& DynamicAABBTree::getFatAABB(int32 nodeID) const {
assert(nodeID >= 0 && nodeID < mNbAllocatedNodes);
return mNodes[nodeID].aabb;
}
// Return the pointer to the data array of a given leaf node of the tree
RP3D_FORCE_INLINE int32* DynamicAABBTree::getNodeDataInt(int32 nodeID) const {
assert(nodeID >= 0 && nodeID < mNbAllocatedNodes);
assert(mNodes[nodeID].isLeaf());
return mNodes[nodeID].dataInt;
}
// Return the pointer to the data pointer of a given leaf node of the tree
RP3D_FORCE_INLINE void* DynamicAABBTree::getNodeDataPointer(int32 nodeID) const {
assert(nodeID >= 0 && nodeID < mNbAllocatedNodes);
assert(mNodes[nodeID].isLeaf());
return mNodes[nodeID].dataPointer;
}
// Return the root AABB of the tree
RP3D_FORCE_INLINE AABB DynamicAABBTree::getRootAABB() const {
return getFatAABB(mRootNodeID);
}
// Add an object into the tree. This method creates a new leaf node in the tree and
// returns the ID of the corresponding node.
RP3D_FORCE_INLINE int32 DynamicAABBTree::addObject(const AABB& aabb, int32 data1, int32 data2) {
int32 nodeId = addObjectInternal(aabb);
mNodes[nodeId].dataInt[0] = data1;
mNodes[nodeId].dataInt[1] = data2;
return nodeId;
}
// Add an object into the tree. This method creates a new leaf node in the tree and
// returns the ID of the corresponding node.
RP3D_FORCE_INLINE int32 DynamicAABBTree::addObject(const AABB& aabb, void* data) {
int32 nodeId = addObjectInternal(aabb);
mNodes[nodeId].dataPointer = data;
return nodeId;
}
#ifdef IS_RP3D_PROFILING_ENABLED
// Set the profiler
RP3D_FORCE_INLINE void DynamicAABBTree::setProfiler(Profiler* profiler) {
mProfiler = profiler;
}
#endif
}
#endif