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-rw-r--r--servers/physics_2d/broad_phase_2d_hash_grid.cpp665
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diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.cpp b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
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+++ b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
@@ -0,0 +1,665 @@
+/*************************************************************************/
+/* broad_phase_2d_hash_grid.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#include "broad_phase_2d_hash_grid.h"
+#include "globals.h"
+
+void BroadPhase2DHashGrid::_pair_attempt(Element *p_elem, Element* p_with) {
+
+ Map<Element*,PairData*>::Element *E=p_elem->paired.find(p_with);
+
+ ERR_FAIL_COND(p_elem->_static && p_with->_static);
+
+ if (!E) {
+
+ PairData *pd = memnew( PairData );
+ p_elem->paired[p_with]=pd;
+ p_with->paired[p_elem]=pd;
+ } else {
+ E->get()->rc++;
+ }
+
+}
+
+void BroadPhase2DHashGrid::_unpair_attempt(Element *p_elem, Element* p_with) {
+
+ Map<Element*,PairData*>::Element *E=p_elem->paired.find(p_with);
+
+ ERR_FAIL_COND(!E); //this should really be paired..
+
+ E->get()->rc--;
+
+ if (E->get()->rc==0) {
+
+ if (E->get()->colliding) {
+ //uncollide
+ if (unpair_callback) {
+ unpair_callback(p_elem->owner,p_elem->subindex,p_with->owner,p_with->subindex,E->get()->ud,unpair_userdata);
+ }
+
+
+ }
+
+ memdelete(E->get());
+ p_elem->paired.erase(E);
+ p_with->paired.erase(p_elem);
+ }
+
+
+}
+
+void BroadPhase2DHashGrid::_check_motion(Element *p_elem) {
+
+ for (Map<Element*,PairData*>::Element *E=p_elem->paired.front();E;E=E->next()) {
+
+ bool pairing = p_elem->aabb.intersects( E->key()->aabb );
+
+ if (pairing!=E->get()->colliding) {
+
+ if (pairing) {
+
+ if (pair_callback) {
+ E->get()->ud=pair_callback(p_elem->owner,p_elem->subindex,E->key()->owner,E->key()->subindex,pair_userdata);
+ }
+ } else {
+
+ if (unpair_callback) {
+ unpair_callback(p_elem->owner,p_elem->subindex,E->key()->owner,E->key()->subindex,E->get()->ud,unpair_userdata);
+ }
+
+ }
+
+ E->get()->colliding=pairing;
+ }
+ }
+}
+
+void BroadPhase2DHashGrid::_enter_grid( Element* p_elem, const Rect2& p_rect,bool p_static) {
+
+
+ Point2i from = (p_rect.pos/cell_size).floor();
+ Point2i to = ((p_rect.pos+p_rect.size)/cell_size).floor();
+
+ for(int i=from.x;i<=to.x;i++) {
+
+
+ for(int j=from.y;j<=to.y;j++) {
+
+ PosKey pk;
+ pk.x=i;
+ pk.y=j;
+
+ uint32_t idx = pk.hash() % hash_table_size;
+ PosBin *pb = hash_table[idx];
+
+ while (pb) {
+
+ if (pb->key == pk) {
+ break;
+ }
+
+ pb=pb->next;
+ }
+
+
+ bool entered=false;
+
+ if (!pb) {
+ //does not exist, create!
+ pb = memnew( PosBin );
+ pb->key=pk;
+ pb->next=hash_table[idx];
+ hash_table[idx]=pb;
+ }
+
+
+
+ if (p_static) {
+ if (pb->static_object_set[p_elem].inc()==1) {
+ entered=true;
+ }
+ } else {
+ if (pb->object_set[p_elem].inc()==1) {
+
+ entered=true;
+ }
+ }
+
+ if (entered) {
+
+ for(Map<Element*,RC>::Element *E=pb->object_set.front();E;E=E->next()) {
+
+ if (E->key()->owner==p_elem->owner)
+ continue;
+ _pair_attempt(p_elem,E->key());
+ }
+
+ if (!p_static) {
+
+ for(Map<Element*,RC>::Element *E=pb->static_object_set.front();E;E=E->next()) {
+
+ if (E->key()->owner==p_elem->owner)
+ continue;
+ _pair_attempt(p_elem,E->key());
+ }
+ }
+ }
+
+ }
+
+ }
+
+
+}
+
+
+void BroadPhase2DHashGrid::_exit_grid( Element* p_elem, const Rect2& p_rect,bool p_static) {
+
+
+ Point2i from = (p_rect.pos/cell_size).floor();
+ Point2i to = ((p_rect.pos+p_rect.size)/cell_size).floor();
+
+ for(int i=from.x;i<=to.x;i++) {
+
+ for(int j=from.y;j<=to.y;j++) {
+
+ PosKey pk;
+ pk.x=i;
+ pk.y=j;
+
+ uint32_t idx = pk.hash() % hash_table_size;
+ PosBin *pb = hash_table[idx];
+
+ while (pb) {
+
+ if (pb->key == pk) {
+ break;
+ }
+
+ pb=pb->next;
+ }
+
+ ERR_CONTINUE(!pb); //should exist!!
+
+ bool exited=false;
+
+
+ if (p_static) {
+ if (pb->static_object_set[p_elem].dec()==0) {
+
+ pb->static_object_set.erase(p_elem);
+ exited=true;
+
+ }
+ } else {
+ if (pb->object_set[p_elem].dec()==0) {
+
+ pb->object_set.erase(p_elem);
+ exited=true;
+
+ }
+ }
+
+ if (exited) {
+
+ for(Map<Element*,RC>::Element *E=pb->object_set.front();E;E=E->next()) {
+
+ if (E->key()->owner==p_elem->owner)
+ continue;
+ _unpair_attempt(p_elem,E->key());
+
+ }
+
+ if (!p_static) {
+
+ for(Map<Element*,RC>::Element *E=pb->static_object_set.front();E;E=E->next()) {
+
+ if (E->key()->owner==p_elem->owner)
+ continue;
+ _unpair_attempt(p_elem,E->key());
+ }
+ }
+ }
+
+ if (pb->object_set.empty() && pb->static_object_set.empty()) {
+
+ if (hash_table[idx]==pb) {
+ hash_table[idx]=pb->next;
+ } else {
+
+ PosBin *px = hash_table[idx];
+
+ while (px) {
+
+ if (px->next==pb) {
+ px->next=pb->next;
+ break;
+ }
+
+ px=px->next;
+ }
+
+ ERR_CONTINUE(!px);
+ }
+
+ memdelete(pb);
+
+ }
+ }
+
+ }
+
+}
+
+
+BroadPhase2DHashGrid::ID BroadPhase2DHashGrid::create(CollisionObject2DSW *p_object, int p_subindex) {
+
+ current++;
+
+ Element e;
+ e.owner=p_object;
+ e._static=false;
+ e.subindex=p_subindex;
+ e.self=current;
+ e.pass=0;
+
+ element_map[current]=e;
+ return current;
+
+}
+
+void BroadPhase2DHashGrid::move(ID p_id, const Rect2& p_aabb) {
+
+
+ Map<ID,Element>::Element *E=element_map.find(p_id);
+ ERR_FAIL_COND(!E);
+
+ Element &e=E->get();
+
+ if (p_aabb==e.aabb)
+ return;
+
+
+ if (p_aabb!=Rect2()) {
+
+ _enter_grid(&e,p_aabb,e._static);
+ }
+
+ if (e.aabb!=Rect2()) {
+
+ _exit_grid(&e,e.aabb,e._static);
+ }
+
+ e.aabb=p_aabb;
+
+ _check_motion(&e);
+
+ e.aabb=p_aabb;
+
+}
+void BroadPhase2DHashGrid::set_static(ID p_id, bool p_static) {
+
+ Map<ID,Element>::Element *E=element_map.find(p_id);
+ ERR_FAIL_COND(!E);
+
+ Element &e=E->get();
+
+ if (e._static==p_static)
+ return;
+
+ if (e.aabb!=Rect2())
+ _exit_grid(&e,e.aabb,e._static);
+
+ e._static=p_static;
+
+ if (e.aabb!=Rect2()) {
+ _enter_grid(&e,e.aabb,e._static);
+ _check_motion(&e);
+ }
+
+}
+void BroadPhase2DHashGrid::remove(ID p_id) {
+
+ Map<ID,Element>::Element *E=element_map.find(p_id);
+ ERR_FAIL_COND(!E);
+
+ Element &e=E->get();
+
+ if (e.aabb!=Rect2())
+ _exit_grid(&e,e.aabb,e._static);
+
+ element_map.erase(p_id);
+
+}
+
+CollisionObject2DSW *BroadPhase2DHashGrid::get_object(ID p_id) const {
+
+ const Map<ID,Element>::Element *E=element_map.find(p_id);
+ ERR_FAIL_COND_V(!E,NULL);
+ return E->get().owner;
+
+}
+bool BroadPhase2DHashGrid::is_static(ID p_id) const {
+
+ const Map<ID,Element>::Element *E=element_map.find(p_id);
+ ERR_FAIL_COND_V(!E,false);
+ return E->get()._static;
+
+}
+int BroadPhase2DHashGrid::get_subindex(ID p_id) const {
+
+ const Map<ID,Element>::Element *E=element_map.find(p_id);
+ ERR_FAIL_COND_V(!E,-1);
+ return E->get().subindex;
+}
+
+void BroadPhase2DHashGrid::_cull(const Point2i p_cell,CollisionObject2DSW** p_results,int p_max_results,int *p_result_indices,int &index) {
+
+
+ PosKey pk;
+ pk.x=p_cell.x;
+ pk.y=p_cell.y;
+
+ uint32_t idx = pk.hash() % hash_table_size;
+ PosBin *pb = hash_table[idx];
+
+ while (pb) {
+
+ if (pb->key == pk) {
+ break;
+ }
+
+ pb=pb->next;
+ }
+
+ if (!pb)
+ return;
+
+
+
+ for(Map<Element*,RC>::Element *E=pb->object_set.front();E;E=E->next()) {
+
+
+ if (index>=p_max_results)
+ break;
+ if (E->key()->pass==pass)
+ continue;
+
+ E->key()->pass=pass;
+ p_results[index]=E->key()->owner;
+ p_result_indices[index]=E->key()->subindex;
+ index++;
+
+ }
+
+ for(Map<Element*,RC>::Element *E=pb->static_object_set.front();E;E=E->next()) {
+
+
+ if (index>=p_max_results)
+ break;
+ if (E->key()->pass==pass)
+ continue;
+
+ E->key()->pass=pass;
+ p_results[index]=E->key()->owner;
+ p_result_indices[index]=E->key()->subindex;
+ index++;
+
+ }
+}
+
+int BroadPhase2DHashGrid::cull_segment(const Vector2& p_from, const Vector2& p_to,CollisionObject2DSW** p_results,int p_max_results,int *p_result_indices) {
+
+ pass++;
+
+ Vector2 dir = (p_to-p_from);
+ if (dir==Vector2())
+ return 0;
+ //avoid divisions by zero
+ dir.normalize();
+ if (dir.x==0.0)
+ dir.x=0.000001;
+ if (dir.y==0.0)
+ dir.y=0.000001;
+ Vector2 delta = dir.abs();
+
+ delta.x=cell_size/delta.x;
+ delta.y=cell_size/delta.y;
+
+ Point2i pos = p_from.floor() / cell_size;
+ Point2i end = p_to.floor() / cell_size;
+ Point2i step = Vector2( SGN(dir.x), SGN(dir.y));
+
+ Vector2 max;
+
+ if (dir.x<0)
+ max.x= (Math::floor(pos.x)*cell_size - p_from.x) / dir.x;
+ else
+ max.x= (Math::floor(pos.x + 1)*cell_size - p_from.x) / dir.x;
+
+ if (dir.y<0)
+ max.y= (Math::floor(pos.y)*cell_size - p_from.y) / dir.y;
+ else
+ max.y= (Math::floor(pos.y + 1)*cell_size - p_from.y) / dir.y;
+
+ int cullcount=0;
+ _cull(pos,p_results,p_max_results,p_result_indices,cullcount);
+
+ bool reached_x=false;
+ bool reached_y=false;
+
+ while(true) {
+
+ if (max.x < max.y) {
+
+ max.x+=delta.x;
+ pos.x+=step.x;
+ } else {
+
+ max.y+=delta.y;
+ pos.y+=step.y;
+
+ }
+
+ if (step.x>0) {
+ if (pos.x>=end.x)
+ reached_x=true;
+ } else if (pos.x<=end.x) {
+
+ reached_x=true;
+ }
+
+ if (step.y>0) {
+ if (pos.y>=end.y)
+ reached_y=true;
+ } else if (pos.y<=end.y) {
+
+ reached_y=true;
+ }
+
+ _cull(pos,p_results,p_max_results,p_result_indices,cullcount);
+
+ if (reached_x && reached_y)
+ break;
+
+ }
+
+ return cullcount;
+}
+
+
+int BroadPhase2DHashGrid::cull_aabb(const Rect2& p_aabb,CollisionObject2DSW** p_results,int p_max_results,int *p_result_indices) {
+
+
+ return 0;
+}
+
+void BroadPhase2DHashGrid::set_pair_callback(PairCallback p_pair_callback,void *p_userdata) {
+
+ pair_callback=p_pair_callback;
+ pair_userdata=p_userdata;
+
+}
+void BroadPhase2DHashGrid::set_unpair_callback(UnpairCallback p_unpair_callback,void *p_userdata) {
+
+ unpair_callback=p_unpair_callback;
+ unpair_userdata=p_userdata;
+
+}
+
+void BroadPhase2DHashGrid::update() {
+
+
+}
+
+BroadPhase2DSW *BroadPhase2DHashGrid::_create() {
+
+ return memnew( BroadPhase2DHashGrid );
+}
+
+
+BroadPhase2DHashGrid::BroadPhase2DHashGrid() {
+
+ hash_table_size = GLOBAL_DEF("physics_2d/bp_hash_table_size",4096);
+ hash_table_size = Math::larger_prime(hash_table_size);
+ hash_table = memnew_arr( PosBin*, hash_table_size);
+
+ cell_size = GLOBAL_DEF("physics_2d/cell_size",128);
+
+ for(int i=0;i<hash_table_size;i++)
+ hash_table[i]=NULL;
+ pass=1;
+
+ current=0;
+}
+
+BroadPhase2DHashGrid::~BroadPhase2DHashGrid() {
+
+ for(int i=0;i<hash_table_size;i++) {
+ while(hash_table[i]) {
+ PosBin *pb=hash_table[i];
+ hash_table[i]=pb->next;
+ memdelete(pb);
+ }
+ }
+
+ memdelete_arr( hash_table );
+
+
+}
+
+
+
+/* 3D version of voxel traversal:
+
+public IEnumerable<Point3D> GetCellsOnRay(Ray ray, int maxDepth)
+{
+ // Implementation is based on:
+ // "A Fast Voxel Traversal Algorithm for Ray Tracing"
+ // John Amanatides, Andrew Woo
+ // http://www.cse.yorku.ca/~amana/research/grid.pdf
+ // http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf
+
+ // NOTES:
+ // * This code assumes that the ray's position and direction are in 'cell coordinates', which means
+ // that one unit equals one cell in all directions.
+ // * When the ray doesn't start within the voxel grid, calculate the first position at which the
+ // ray could enter the grid. If it never enters the grid, there is nothing more to do here.
+ // * Also, it is important to test when the ray exits the voxel grid when the grid isn't infinite.
+ // * The Point3D structure is a simple structure having three integer fields (X, Y and Z).
+
+ // The cell in which the ray starts.
+ Point3D start = GetCellAt(ray.Position); // Rounds the position's X, Y and Z down to the nearest integer values.
+ int x = start.X;
+ int y = start.Y;
+ int z = start.Z;
+
+ // Determine which way we go.
+ int stepX = Math.Sign(ray.Direction.X);
+ int stepY = Math.Sign(ray.Direction.Y);
+ int stepZ = Math.Sign(ray.Direction.Z);
+
+ // Calculate cell boundaries. When the step (i.e. direction sign) is positive,
+ // the next boundary is AFTER our current position, meaning that we have to add 1.
+ // Otherwise, it is BEFORE our current position, in which case we add nothing.
+ Point3D cellBoundary = new Point3D(
+ x + (stepX > 0 ? 1 : 0),
+ y + (stepY > 0 ? 1 : 0),
+ z + (stepZ > 0 ? 1 : 0));
+
+ // NOTE: For the following calculations, the result will be Single.PositiveInfinity
+ // when ray.Direction.X, Y or Z equals zero, which is OK. However, when the left-hand
+ // value of the division also equals zero, the result is Single.NaN, which is not OK.
+
+ // Determine how far we can travel along the ray before we hit a voxel boundary.
+ Vector3 tMax = new Vector3(
+ (cellBoundary.X - ray.Position.X) / ray.Direction.X, // Boundary is a plane on the YZ axis.
+ (cellBoundary.Y - ray.Position.Y) / ray.Direction.Y, // Boundary is a plane on the XZ axis.
+ (cellBoundary.Z - ray.Position.Z) / ray.Direction.Z); // Boundary is a plane on the XY axis.
+ if (Single.IsNaN(tMax.X)) tMax.X = Single.PositiveInfinity;
+ if (Single.IsNaN(tMax.Y)) tMax.Y = Single.PositiveInfinity;
+ if (Single.IsNaN(tMax.Z)) tMax.Z = Single.PositiveInfinity;
+
+ // Determine how far we must travel along the ray before we have crossed a gridcell.
+ Vector3 tDelta = new Vector3(
+ stepX / ray.Direction.X, // Crossing the width of a cell.
+ stepY / ray.Direction.Y, // Crossing the height of a cell.
+ stepZ / ray.Direction.Z); // Crossing the depth of a cell.
+ if (Single.IsNaN(tDelta.X)) tDelta.X = Single.PositiveInfinity;
+ if (Single.IsNaN(tDelta.Y)) tDelta.Y = Single.PositiveInfinity;
+ if (Single.IsNaN(tDelta.Z)) tDelta.Z = Single.PositiveInfinity;
+
+ // For each step, determine which distance to the next voxel boundary is lowest (i.e.
+ // which voxel boundary is nearest) and walk that way.
+ for (int i = 0; i < maxDepth; i++)
+ {
+ // Return it.
+ yield return new Point3D(x, y, z);
+
+ // Do the next step.
+ if (tMax.X < tMax.Y && tMax.X < tMax.Z)
+ {
+ // tMax.X is the lowest, an YZ cell boundary plane is nearest.
+ x += stepX;
+ tMax.X += tDelta.X;
+ }
+ else if (tMax.Y < tMax.Z)
+ {
+ // tMax.Y is the lowest, an XZ cell boundary plane is nearest.
+ y += stepY;
+ tMax.Y += tDelta.Y;
+ }
+ else
+ {
+ // tMax.Z is the lowest, an XY cell boundary plane is nearest.
+ z += stepZ;
+ tMax.Z += tDelta.Z;
+ }
+ }
+
+ */