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		90bea27e82
		
	
	
	
	
		
			
			In the BVH leaf nodes are a combination of two objects - a node object, and a leaf object. Testing revealed that in some situations node objects could be freed without also freeing the paired leaf object. This closes this bug.
		
			
				
	
	
		
			461 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			461 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  bvh_tree.h                                                           */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef BVH_TREE_H
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| #define BVH_TREE_H
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| 
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| // BVH Tree
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| // This is an implementation of a dynamic BVH with templated leaf size.
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| // This differs from most dynamic BVH in that it can handle more than 1 object
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| // in leaf nodes. This can make it far more efficient in certain circumstances.
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| // It also means that the splitting logic etc have to be completely different
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| // to a simpler tree.
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| // Note that MAX_CHILDREN should be fixed at 2 for now.
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| 
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| #include "core/local_vector.h"
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| #include "core/math/aabb.h"
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| #include "core/math/bvh_abb.h"
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| #include "core/math/geometry.h"
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| #include "core/math/vector3.h"
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| #include "core/pooled_list.h"
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| #include "core/print_string.h"
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| #include <limits.h>
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| 
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| #define BVHABB_CLASS BVH_ABB<BOUNDS, POINT>
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| 
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| // not sure if this is better yet so making optional
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| #define BVH_EXPAND_LEAF_AABBS
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| 
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| // never do these checks in release
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| #if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
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| //#define BVH_VERBOSE
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| //#define BVH_VERBOSE_TREE
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| //#define BVH_VERBOSE_PAIRING
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| //#define BVH_VERBOSE_MOVES
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| 
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| //#define BVH_VERBOSE_FRAME
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| //#define BVH_CHECKS
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| //#define BVH_INTEGRITY_CHECKS
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| #endif
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| 
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| // debug only assert
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| #ifdef BVH_CHECKS
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| #define BVH_ASSERT(a) CRASH_COND((a) == false)
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| #else
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| #define BVH_ASSERT(a)
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| #endif
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| 
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| #ifdef BVH_VERBOSE
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| #define VERBOSE_PRINT print_line
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| #else
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| #define VERBOSE_PRINT(a)
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| #endif
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| 
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| // really just a namespace
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| struct BVHCommon {
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| 	// these could possibly also be the same constant,
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| 	// although this may be useful for debugging.
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| 	// or use zero for invalid and +1 based indices.
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| 	static const uint32_t INVALID = (0xffffffff);
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| 	static const uint32_t INACTIVE = (0xfffffffe);
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| };
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| 
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| // really a handle, can be anything
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| // note that zero is a valid reference for the BVH .. this may involve using
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| // a plus one based ID for clients that expect 0 to be invalid.
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| struct BVHHandle {
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| 	// conversion operator
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| 	operator uint32_t() const { return _data; }
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| 	void set(uint32_t p_value) { _data = p_value; }
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| 
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| 	uint32_t _data;
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| 
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| 	void set_invalid() { _data = BVHCommon::INVALID; }
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| 	bool is_invalid() const { return _data == BVHCommon::INVALID; }
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| 	uint32_t id() const { return _data; }
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| 	void set_id(uint32_t p_id) { _data = p_id; }
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| 
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| 	bool operator==(const BVHHandle &p_h) const { return _data == p_h._data; }
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| 	bool operator!=(const BVHHandle &p_h) const { return (*this == p_h) == false; }
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| };
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| 
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| // helper class to make iterative versions of recursive functions
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| template <class T>
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| class BVH_IterativeInfo {
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| public:
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| 	enum {
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| 		ALLOCA_STACK_SIZE = 128
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| 	};
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| 
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| 	int32_t depth = 1;
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| 	int32_t threshold = ALLOCA_STACK_SIZE - 2;
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| 	T *stack;
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| 	//only used in rare occasions when you run out of alloca memory
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| 	// because tree is too unbalanced.
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| 	LocalVector<T> aux_stack;
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| 	int32_t get_alloca_stacksize() const { return ALLOCA_STACK_SIZE * sizeof(T); }
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| 
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| 	T *get_first() const {
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| 		return &stack[0];
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| 	}
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| 
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| 	// pop the last member of the stack, or return false
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| 	bool pop(T &r_value) {
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| 		if (!depth) {
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| 			return false;
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| 		}
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| 
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| 		depth--;
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| 		r_value = stack[depth];
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| 		return true;
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| 	}
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| 
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| 	// request new addition to stack
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| 	T *request() {
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| 		if (depth > threshold) {
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| 			if (aux_stack.empty()) {
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| 				aux_stack.resize(ALLOCA_STACK_SIZE * 2);
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| 				memcpy(aux_stack.ptr(), stack, get_alloca_stacksize());
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| 			} else {
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| 				aux_stack.resize(aux_stack.size() * 2);
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| 			}
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| 			stack = aux_stack.ptr();
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| 			threshold = aux_stack.size() - 2;
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| 		}
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| 		return &stack[depth++];
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| 	}
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| };
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| 
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| template <class T>
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| class BVH_DummyPairTestFunction {
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| public:
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| 	static bool user_collision_check(T *p_a, T *p_b) {
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| 		// return false if no collision, decided by masks etc
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| 		return true;
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| 	}
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| };
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| 
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| template <class T>
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| class BVH_DummyCullTestFunction {
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| public:
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| 	static bool user_cull_check(T *p_a, T *p_b) {
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| 		// return false if no collision
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| 		return true;
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| 	}
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| };
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| 
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| template <class T, int NUM_TREES, int MAX_CHILDREN, int MAX_ITEMS, class USER_PAIR_TEST_FUNCTION = BVH_DummyPairTestFunction<T>, class USER_CULL_TEST_FUNCTION = BVH_DummyCullTestFunction<T>, bool USE_PAIRS = false, class BOUNDS = AABB, class POINT = Vector3>
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| class BVH_Tree {
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| 	friend class BVH;
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| 
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| #include "bvh_pair.inc"
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| #include "bvh_structs.inc"
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| 
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| public:
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| 	BVH_Tree() {
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| 		for (int n = 0; n < NUM_TREES; n++) {
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| 			_root_node_id[n] = BVHCommon::INVALID;
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| 		}
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| 
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| 		// disallow zero leaf ids
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| 		// (as these ids are stored as negative numbers in the node)
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| 		uint32_t dummy_leaf_id;
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| 		_leaves.request(dummy_leaf_id);
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| 
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| 		// In many cases you may want to change this default in the client code,
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| 		// or expose this value to the user.
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| 		// This default may make sense for a typically scaled 3d game, but maybe not for 2d on a pixel scale.
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| 		params_set_pairing_expansion(0.1);
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| 	}
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| 
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| private:
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| 	bool node_add_child(uint32_t p_node_id, uint32_t p_child_node_id) {
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| 		TNode &tnode = _nodes[p_node_id];
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| 		if (tnode.is_full_of_children()) {
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| 			return false;
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| 		}
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| 
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| 		tnode.children[tnode.num_children] = p_child_node_id;
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| 		tnode.num_children += 1;
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| 
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| 		// back link in the child to the parent
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| 		TNode &tnode_child = _nodes[p_child_node_id];
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| 		tnode_child.parent_id = p_node_id;
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| 
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| 		return true;
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| 	}
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| 
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| 	void node_replace_child(uint32_t p_parent_id, uint32_t p_old_child_id, uint32_t p_new_child_id) {
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| 		TNode &parent = _nodes[p_parent_id];
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| 		BVH_ASSERT(!parent.is_leaf());
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| 
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| 		int child_num = parent.find_child(p_old_child_id);
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| 		BVH_ASSERT(child_num != BVHCommon::INVALID);
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| 		parent.children[child_num] = p_new_child_id;
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| 
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| 		TNode &new_child = _nodes[p_new_child_id];
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| 		new_child.parent_id = p_parent_id;
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| 	}
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| 
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| 	void node_remove_child(uint32_t p_parent_id, uint32_t p_child_id, uint32_t p_tree_id, bool p_prevent_sibling = false) {
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| 		TNode &parent = _nodes[p_parent_id];
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| 		BVH_ASSERT(!parent.is_leaf());
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| 
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| 		int child_num = parent.find_child(p_child_id);
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| 		BVH_ASSERT(child_num != BVHCommon::INVALID);
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| 
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| 		parent.remove_child_internal(child_num);
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| 
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| 		// no need to keep back references for children at the moment
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| 
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| 		uint32_t sibling_id; // always a node id, as tnode is never a leaf
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| 		bool sibling_present = false;
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| 
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| 		// if there are more children, or this is the root node, don't try and delete
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| 		if (parent.num_children > 1) {
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| 			return;
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| 		}
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| 
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| 		// if there is 1 sibling, it can be moved to be a child of the
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| 		if (parent.num_children == 1) {
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| 			// else there is now a redundant node with one child, which can be removed
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| 			sibling_id = parent.children[0];
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| 			sibling_present = true;
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| 		}
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| 
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| 		// now there may be no children in this node .. in which case it can be deleted
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| 		// remove node if empty
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| 		// remove link from parent
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| 		uint32_t grandparent_id = parent.parent_id;
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| 
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| 		// special case for root node
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| 		if (grandparent_id == BVHCommon::INVALID) {
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| 			if (sibling_present) {
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| 				// change the root node
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| 				change_root_node(sibling_id, p_tree_id);
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| 
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| 				// delete the old root node as no longer needed
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| 				node_free_node_and_leaf(p_parent_id);
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| 			}
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| 
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| 			return;
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| 		}
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| 
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| 		if (sibling_present) {
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| 			node_replace_child(grandparent_id, p_parent_id, sibling_id);
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| 		} else {
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| 			node_remove_child(grandparent_id, p_parent_id, p_tree_id, true);
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| 		}
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| 
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| 		// put the node on the free list to recycle
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| 		node_free_node_and_leaf(p_parent_id);
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| 	}
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| 
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| 	// A node can either be a node, or a node AND a leaf combo.
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| 	// Both must be deleted to prevent a leak.
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| 	void node_free_node_and_leaf(uint32_t p_node_id) {
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| 		TNode &node = _nodes[p_node_id];
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| 		if (node.is_leaf()) {
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| 			int leaf_id = node.get_leaf_id();
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| 			_leaves.free(leaf_id);
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| 		}
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| 
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| 		_nodes.free(p_node_id);
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| 	}
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| 
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| 	void change_root_node(uint32_t p_new_root_id, uint32_t p_tree_id) {
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| 		_root_node_id[p_tree_id] = p_new_root_id;
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| 		TNode &root = _nodes[p_new_root_id];
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| 
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| 		// mark no parent
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| 		root.parent_id = BVHCommon::INVALID;
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| 	}
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| 
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| 	void node_make_leaf(uint32_t p_node_id) {
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| 		uint32_t child_leaf_id;
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| 		TLeaf *child_leaf = _leaves.request(child_leaf_id);
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| 		child_leaf->clear();
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| 
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| 		// zero is reserved at startup, to prevent this id being used
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| 		// (as they are stored as negative values in the node, and zero is already taken)
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| 		BVH_ASSERT(child_leaf_id != 0);
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| 
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| 		TNode &node = _nodes[p_node_id];
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| 		node.neg_leaf_id = -(int)child_leaf_id;
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| 	}
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| 
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| 	void node_remove_item(uint32_t p_ref_id, uint32_t p_tree_id, BVHABB_CLASS *r_old_aabb = nullptr) {
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| 		// get the reference
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| 		ItemRef &ref = _refs[p_ref_id];
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| 		uint32_t owner_node_id = ref.tnode_id;
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| 
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| 		// debug draw special
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| 		// This may not be needed
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| 		if (owner_node_id == BVHCommon::INVALID) {
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| 			return;
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| 		}
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| 
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| 		TNode &tnode = _nodes[owner_node_id];
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| 		CRASH_COND(!tnode.is_leaf());
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| 
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| 		TLeaf &leaf = _node_get_leaf(tnode);
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| 
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| 		// if the aabb is not determining the corner size, then there is no need to refit!
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| 		// (optimization, as merging AABBs takes a lot of time)
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| 		const BVHABB_CLASS &old_aabb = leaf.get_aabb(ref.item_id);
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| 
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| 		// shrink a little to prevent using corner aabbs
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| 		// in order to miss the corners first we shrink by node_expansion
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| 		// (which is added to the overall bound of the leaf), then we also
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| 		// shrink by an epsilon, in order to miss out the very corner aabbs
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| 		// which are important in determining the bound. Any other aabb
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| 		// within this can be removed and not affect the overall bound.
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| 		BVHABB_CLASS node_bound = tnode.aabb;
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| 		node_bound.expand(-_node_expansion - 0.001f);
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| 		bool refit = true;
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| 
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| 		if (node_bound.is_other_within(old_aabb)) {
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| 			refit = false;
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| 		}
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| 
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| 		// record the old aabb if required (for incremental remove_and_reinsert)
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| 		if (r_old_aabb) {
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| 			*r_old_aabb = old_aabb;
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| 		}
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| 
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| 		leaf.remove_item_unordered(ref.item_id);
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| 
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| 		if (leaf.num_items) {
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| 			// the swapped item has to have its reference changed to, to point to the new item id
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| 			uint32_t swapped_ref_id = leaf.get_item_ref_id(ref.item_id);
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| 
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| 			ItemRef &swapped_ref = _refs[swapped_ref_id];
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| 
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| 			swapped_ref.item_id = ref.item_id;
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| 
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| 			// only have to refit if it is an edge item
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| 			// This is a VERY EXPENSIVE STEP
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| 			// we defer the refit updates until the update function is called once per frame
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| 			if (refit) {
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| 				leaf.set_dirty(true);
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| 			}
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| 		} else {
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| 			// remove node if empty
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| 			// remove link from parent
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| 			if (tnode.parent_id != BVHCommon::INVALID) {
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| 				// DANGER .. this can potentially end up with root node with 1 child ...
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| 				// we don't want this and must check for it
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| 
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| 				uint32_t parent_id = tnode.parent_id;
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| 
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| 				node_remove_child(parent_id, owner_node_id, p_tree_id);
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| 				refit_upward(parent_id);
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| 
 | |
| 				// put the node on the free list to recycle
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| 				node_free_node_and_leaf(owner_node_id);
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| 			}
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| 
 | |
| 			// else if no parent, it is the root node. Do not delete
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| 		}
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| 
 | |
| 		ref.tnode_id = BVHCommon::INVALID;
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| 		ref.item_id = BVHCommon::INVALID; // unset
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| 	}
 | |
| 
 | |
| 	// returns true if needs refit of PARENT tree only, the node itself AABB is calculated
 | |
| 	// within this routine
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| 	bool _node_add_item(uint32_t p_node_id, uint32_t p_ref_id, const BVHABB_CLASS &p_aabb) {
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| 		ItemRef &ref = _refs[p_ref_id];
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| 		ref.tnode_id = p_node_id;
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| 
 | |
| 		TNode &node = _nodes[p_node_id];
 | |
| 		BVH_ASSERT(node.is_leaf());
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| 		TLeaf &leaf = _node_get_leaf(node);
 | |
| 
 | |
| 		// optimization - we only need to do a refit
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| 		// if the added item is changing the AABB of the node.
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| 		// in most cases it won't.
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| 		bool needs_refit = true;
 | |
| 
 | |
| 		// expand bound now
 | |
| 		BVHABB_CLASS expanded = p_aabb;
 | |
| 		expanded.expand(_node_expansion);
 | |
| 
 | |
| 		// the bound will only be valid if there is an item in there already
 | |
| 		if (leaf.num_items) {
 | |
| 			if (node.aabb.is_other_within(expanded)) {
 | |
| 				// no change to node AABBs
 | |
| 				needs_refit = false;
 | |
| 			} else {
 | |
| 				node.aabb.merge(expanded);
 | |
| 			}
 | |
| 		} else {
 | |
| 			// bound of the node = the new aabb
 | |
| 			node.aabb = expanded;
 | |
| 		}
 | |
| 
 | |
| 		ref.item_id = leaf.request_item();
 | |
| 		BVH_ASSERT(ref.item_id != BVHCommon::INVALID);
 | |
| 
 | |
| 		// set the aabb of the new item
 | |
| 		leaf.get_aabb(ref.item_id) = p_aabb;
 | |
| 
 | |
| 		// back reference on the item back to the item reference
 | |
| 		leaf.get_item_ref_id(ref.item_id) = p_ref_id;
 | |
| 
 | |
| 		return needs_refit;
 | |
| 	}
 | |
| 
 | |
| 	uint32_t _node_create_another_child(uint32_t p_node_id, const BVHABB_CLASS &p_aabb) {
 | |
| 		uint32_t child_node_id;
 | |
| 		TNode *child_node = _nodes.request(child_node_id);
 | |
| 		child_node->clear();
 | |
| 
 | |
| 		// may not be necessary
 | |
| 		child_node->aabb = p_aabb;
 | |
| 
 | |
| 		node_add_child(p_node_id, child_node_id);
 | |
| 
 | |
| 		return child_node_id;
 | |
| 	}
 | |
| 
 | |
| #include "bvh_cull.inc"
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| #include "bvh_debug.inc"
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| #include "bvh_integrity.inc"
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| #include "bvh_logic.inc"
 | |
| #include "bvh_misc.inc"
 | |
| #include "bvh_public.inc"
 | |
| #include "bvh_refit.inc"
 | |
| #include "bvh_split.inc"
 | |
| };
 | |
| 
 | |
| #undef VERBOSE_PRINT
 | |
| 
 | |
| #endif // BVH_TREE_H
 |