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							- /*
 - * 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 "b2Collision.h"
 - #include "../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();
 - 
 - 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
 
 
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