Projekt_Grafika/dependencies/physx-4.1/source/scenequery/src/SqAABBPruner.h

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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
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// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
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// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef SQ_AABB_PRUNER_H
#define SQ_AABB_PRUNER_H
#include "SqPruningPool.h"
#include "SqExtendedBucketPruner.h"
#include "SqAABBTreeUpdateMap.h"
#include "SqAABBTree.h"
namespace physx
{
namespace Sq
{
// PT: we build the new tree over a number of frames/states, in order to limit perf spikes in 'updatePruningTrees'.
// The states are as follows:
//
// BUILD_NOT_STARTED (1 frame, AABBPruner):
//
// This is the initial state, before the new (AABBTree) build even starts. In this frame/state, we perform the AABBPruner-related
// memory allocations:
// - the new AABB tree is allocated
// - the array of cached bounding boxes is allocated and filled
//
// BUILD_INIT (1 frame, AABBTree):
//
// This is the first frame in which the new tree gets built. It deserves its own special state since various things happen in the
// first frame, that do no happen in subsequent frames. Basically most initial AABBTree-related allocations happen here (but no
// build step per se).
//
// BUILD_IN_PROGRESS (N frames, AABBTree):
//
// This is the core build function, actually building the tree. This should be mostly allocation-free, except here and there when
// building non-complete trees, and during the last call when the tree is finally built.
//
// BUILD_NEW_MAPPING (1 frame, AABBPruner):
//
// After the new AABBTree is built, we recreate an AABBTreeUpdateMap for the new tree, and use it to invalidate nodes whose objects
// have been removed during the build.
//
// We need to do that before doing a full refit in the next stage/frame. If we don't do that, the refit code will fetch a wrong box,
// that may very well belong to an entirely new object.
//
// Note that this mapping/update map (mNewTreeMap) is temporary, and only needed for the next stage.
//
// BUILD_FULL_REFIT (1 frame, AABBPruner):
//
// Once the new update map is available, we fully refit the new tree. AABBs of moved objects get updated. AABBs of removed objects
// become empty.
//
// BUILD_LAST_FRAME (1 frame, AABBPruner):
//
// This is an artificial frame used to delay the tree switching code. The switch happens as soon as we reach the BUILD_FINISHED
// state, but we don't want to execute BUILD_FULL_REFIT and the switch in the same frame. This extra BUILD_LAST_FRAME stage buys
// us one frame, i.e. we have one frame in which we do BUILD_FULL_REFIT, and in the next frame we'll do both BUILD_LAST_FRAME /
// BUILD_FINISHED / the switch.
//
// BUILD_FINISHED (1 frame, AABBPruner):
//
// Several things happen in this 'finalization' frame/stage:
// - We switch the trees (old one is deleted, cached boxes are deleted, new tree pointer is setup)
// - A new (final) update map is created (mTreeMap). The map is used to invalidate objects that may have been removed during
// the BUILD_NEW_MAPPING and BUILD_FULL_REFIT frames. The nodes containing these removed objects are marked for refit.
// - Nodes containing objects that have moved during the BUILD_NEW_MAPPING and BUILD_FULL_REFIT frames are marked for refit.
// - We do a partial refit on the new tree, to take these final changes into account. This small partial refit is usually much
// cheaper than the full refit we previously performed here.
// - We remove old objects from the bucket pruner
//
enum BuildStatus
{
BUILD_NOT_STARTED,
BUILD_INIT,
BUILD_IN_PROGRESS,
BUILD_NEW_MAPPING,
BUILD_FULL_REFIT,
BUILD_LAST_FRAME,
BUILD_FINISHED,
BUILD_FORCE_DWORD = 0xffffffff
};
// This class implements the Pruner interface for internal SQ use with some additional specialized functions
// The underlying data structure is a binary AABB tree
// AABBPruner supports insertions, removals and updates for dynamic objects
// The tree is either entirely rebuilt in a single frame (static pruner) or progressively rebuilt over multiple frames (dynamic pruner)
// The rebuild happens on a copy of the tree
// the copy is then swapped with current tree at the time commit() is called (only if mBuildState is BUILD_FINISHED),
// otherwise commit() will perform a refit operation applying any pending changes to the current tree
// While the tree is being rebuilt a temporary data structure (BucketPruner) is also kept in sync and used to speed up
// queries on updated objects that are not yet in either old or new tree.
// The requirements on the order of calls:
// commit() is required to be called before any queries to apply modifications
// queries can be issued on multiple threads after commit is called
// commit, buildStep, add/remove/update have to be called from the same thread or otherwise strictly serialized by external code
// and cannot be issued while a query is running
class AABBPruner : public IncrementalPruner
{
public:
AABBPruner(bool incrementalRebuild, PxU64 contextID); // true is equivalent to former dynamic pruner
virtual ~AABBPruner();
// Pruner
virtual bool addObjects(PrunerHandle* results, const PxBounds3* bounds, const PrunerPayload* userData, PxU32 count, bool hasPruningStructure);
virtual void removeObjects(const PrunerHandle* handles, PxU32 count);
virtual void updateObjectsAfterManualBoundsUpdates(const PrunerHandle* handles, PxU32 count);
virtual void updateObjectsAndInflateBounds(const PrunerHandle* handles, const PxU32* indices, const PxBounds3* newBounds, PxU32 count);
virtual void commit();
virtual PxAgain raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal& inOutDistance, PrunerCallback&) const;
virtual PxAgain overlap(const Gu::ShapeData& queryVolume, PrunerCallback&) const;
virtual PxAgain sweep(const Gu::ShapeData& queryVolume, const PxVec3& unitDir, PxReal& inOutDistance, PrunerCallback&) const;
virtual const PrunerPayload& getPayload(PrunerHandle handle) const { return mPool.getPayload(handle); }
virtual const PrunerPayload& getPayload(PrunerHandle handle, PxBounds3*& bounds) const { return mPool.getPayload(handle, bounds); }
virtual void preallocate(PxU32 entries) { mPool.preallocate(entries); }
virtual void shiftOrigin(const PxVec3& shift);
virtual void visualize(Cm::RenderOutput& out, PxU32 color) const;
virtual void merge(const void* mergeParams);
//~Pruner
// IncrementalPruner
virtual void purge(); // gets rid of internal accel struct
virtual void setRebuildRateHint(PxU32 nbStepsForRebuild); // Besides the actual rebuild steps, 3 additional steps are needed.
virtual bool buildStep(bool synchronousCall = true); // returns true if finished
virtual bool prepareBuild(); // returns true if new tree is needed
//~IncrementalPruner
// direct access for test code
PX_FORCE_INLINE PxU32 getNbAddedObjects() const { return mBucketPruner.getNbObjects(); }
PX_FORCE_INLINE const Sq::AABBTree* getAABBTree() const { PX_ASSERT(!mUncommittedChanges); return mAABBTree; }
PX_FORCE_INLINE Sq::AABBTree* getAABBTree() { PX_ASSERT(!mUncommittedChanges); return mAABBTree; }
PX_FORCE_INLINE void setAABBTree(Sq::AABBTree* tree) { mAABBTree = tree; }
PX_FORCE_INLINE const Sq::AABBTree* hasAABBTree() const { return mAABBTree; }
PX_FORCE_INLINE BuildStatus getBuildStatus() const { return mProgress; }
// local functions
// private:
Sq::AABBTree* mAABBTree; // current active tree
Gu::AABBTreeBuildParams mBuilder; // this class deals with the details of the actual tree building
Gu::BuildStats mBuildStats;
// tree with build in progress, assigned to mAABBTree in commit, when mProgress is BUILD_FINISHED
// created in buildStep(), BUILD_NOT_STARTED
// This is non-null when there is a tree rebuild going on in progress
// and thus also indicates that we have to start saving the fixups
Sq::AABBTree* mNewTree;
// during rebuild the pool might change so we need a copy of boxes for the tree build
PxBounds3* mCachedBoxes;
PxU32 mNbCachedBoxes;
// incremented in commit(), serves as a progress counter for rebuild
PxU32 mNbCalls;
// PT: incremented each time we start building a new tree (i.e. effectively identifies a given tree)
// Timestamp is passed to bucket pruner to mark objects added there, linking them to a specific tree.
// When switching to the new tree, timestamp is used to remove old objects (now in the new tree) from
// the bucket pruner.
PxU32 mTimeStamp;
// this pruner is used for queries on objects that are not in the current tree yet
// includes both the objects in the tree being rebuilt and all the objects added later
ExtendedBucketPruner mBucketPruner;
BuildStatus mProgress; // current state of second tree build progress
// Fraction (as in 1/Nth) of the total number of primitives
// that should be processed per step by the AABB builder
// so if this value is 1, all primitives will be rebuilt, 2 => 1/2 of primitives per step etc.
// see also mNbCalls, mNbCalls varies from 0 to mRebuildRateHint-1
PxU32 mRebuildRateHint;
// Estimate for how much work has to be done to rebuild the tree.
PxU32 mTotalWorkUnits;
// Term to correct the work unit estimate if the rebuild rate is not matched
PxI32 mAdaptiveRebuildTerm;
PruningPool mPool; // Pool of AABBs
// maps pruning pool indices to aabb tree indices
// maps to INVALID_NODE_ID if the pool entry was removed or "pool index is outside input domain"
// The map is the inverse of the tree mapping: (node[map[poolID]].primitive == poolID)
// So:
// treeNodeIndex = mTreeMap.operator[](poolIndex)
// aabbTree->treeNodes[treeNodeIndex].primitives[0] == poolIndex
AABBTreeUpdateMap mTreeMap;
// Temporary update map, see BuildStatus notes above for details
AABBTreeUpdateMap mNewTreeMap;
// This is only set once in the constructor and is equivalent to isDynamicTree
// if it set to false then a 1-shot rebuild is performed in commit()
// bucket pruner is only used with incremental rebuild
bool mIncrementalRebuild;
// A rebuild can be triggered even when the Pruner is not dirty
// mUncommittedChanges is set to true in add, remove, update and buildStep
// mUncommittedChanges is set to false in commit
// mUncommittedChanges has to be false (commit() has to be called) in order to run a query as defined by the
// mUncommittedChanges is not set to true in add, when pruning structure is provided. Scene query shapes
// are merged to current AABB tree directly
// Pruner higher level API
bool mUncommittedChanges;
// A new AABB tree is built if an object was added, removed or updated
// Changing objects during a build will trigger another rebuild right afterwards
// this is set to true if a new tree has to be created again after the current rebuild is done
bool mNeedsNewTree;
// This struct is used to record modifications made to the pruner state
// while a tree is building in the background
// this is so we can apply the modifications to the tree at the time of completion
// the recorded fixup information is: removedIndex (in ::remove()) and
// lastIndexMoved which is the last index in the pruner array
// (since the way we remove from PruningPool is by swapping last into removed slot,
// we need to apply a fixup so that it syncs up that operation in the new tree)
struct NewTreeFixup
{
PX_FORCE_INLINE NewTreeFixup(PxU32 removedIndex_, PxU32 relocatedLastIndex_)
: removedIndex(removedIndex_), relocatedLastIndex(relocatedLastIndex_) {}
PxU32 removedIndex;
PxU32 relocatedLastIndex;
};
Ps::Array<NewTreeFixup> mNewTreeFixups;
Ps::Array<PoolIndex> mToRefit;
PxU64 mContextID;
// Internal methods
bool fullRebuildAABBTree(); // full rebuild function, used with static pruner mode
void release();
void refitUpdatedAndRemoved();
void updateBucketPruner();
PxBounds3 getAABB(PrunerHandle h);
};
} // namespace Sq
}
#endif // SQ_AABB_PRUNER_H