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2024-12-11 13:26:13 +02:00

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C#

// Copyright (c) 2018 Kastellanos Nikolaos
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 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.
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using FarseerPhysics.Common;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision
{
/// <summary>
/// A node in the dynamic tree. The client does not interact with this directly.
/// </summary>
internal struct TreeNode<T>
{
/// <summary>
/// Enlarged AABB
/// </summary>
internal AABB AABB;
internal int Child1;
internal int Child2;
// leaf = 0, free node = -1
internal int Height;
internal int ParentOrNext;
public Body Body;
internal T UserData;
internal bool IsLeaf()
{
return Child1 == DynamicTree<T>.NullNode;
}
}
/// <summary>
/// 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 Settings.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.
/// </summary>
public class DynamicTree<T>
{
private Stack<int> _raycastStack = new Stack<int>(256);
private Stack<int> _queryStack = new Stack<int>(256);
private int _freeList;
private int _nodeCapacity;
private int _nodeCount;
private TreeNode<T>[] _nodes;
private int _root;
internal const int NullNode = -1;
/// <summary>
/// Constructing the tree initializes the node pool.
/// </summary>
public DynamicTree()
{
_root = NullNode;
_nodeCapacity = 16;
_nodeCount = 0;
_nodes = new TreeNode<T>[_nodeCapacity];
// Build a linked list for the free list.
for (int i = 0; i < _nodeCapacity - 1; ++i)
{
_nodes[i].ParentOrNext = i + 1;
_nodes[i].Height = -1;
}
_nodes[_nodeCapacity - 1].ParentOrNext = NullNode;
_nodes[_nodeCapacity - 1].Height = -1;
_freeList = 0;
}
/// <summary>
/// Compute the height of the binary tree in O(N) time. Should not be called often.
/// </summary>
public int Height
{
get
{
if (_root == NullNode)
{
return 0;
}
return _nodes[_root].Height;
}
}
/// <summary>
/// Get the ratio of the sum of the node areas to the root area.
/// </summary>
public float AreaRatio
{
get
{
if (_root == NullNode)
{
return 0.0f;
}
//TreeNode<T>* root = &_nodes[_root];
float rootArea = _nodes[_root].AABB.Perimeter;
float totalArea = 0.0f;
for (int i = 0; i < _nodeCapacity; ++i)
{
//TreeNode<T>* node = &_nodes[i];
if (_nodes[i].Height < 0)
{
// Free node in pool
continue;
}
totalArea += _nodes[i].AABB.Perimeter;
}
return totalArea / rootArea;
}
}
/// <summary>
/// Get the maximum balance of an node in the tree. The balance is the difference
/// in height of the two children of a node.
/// </summary>
public int MaxBalance
{
get
{
int maxBalance = 0;
for (int i = 0; i < _nodeCapacity; ++i)
{
//TreeNode<T>* node = &_nodes[i];
if (_nodes[i].Height <= 1)
{
continue;
}
Debug.Assert(_nodes[i].IsLeaf() == false);
int child1 = _nodes[i].Child1;
int child2 = _nodes[i].Child2;
int balance = Math.Abs(_nodes[child2].Height - _nodes[child1].Height);
maxBalance = Math.Max(maxBalance, balance);
}
return maxBalance;
}
}
/// <summary>
/// Create a proxy in the tree as a leaf node. We return the index
/// of the node instead of a pointer so that we can grow
/// the node pool.
/// /// </summary>
/// <param name="aabb">The aabb.</param>
/// <param name="userData">The user data.</param>
/// <returns>Index of the created proxy</returns>
public int AddProxy(ref AABB aabb)
{
int proxyId = AllocateNode();
// Fatten the aabb.
Vector2 r = new Vector2(Settings.AABBExtension, Settings.AABBExtension);
_nodes[proxyId].AABB.LowerBound = aabb.LowerBound - r;
_nodes[proxyId].AABB.UpperBound = aabb.UpperBound + r;
_nodes[proxyId].Height = 0;
InsertLeaf(proxyId);
return proxyId;
}
/// <summary>
/// Destroy a proxy. This asserts if the id is invalid.
/// </summary>
/// <param name="proxyId">The proxy id.</param>
public void RemoveProxy(int proxyId)
{
Debug.Assert(0 <= proxyId && proxyId < _nodeCapacity);
Debug.Assert(_nodes[proxyId].IsLeaf());
RemoveLeaf(proxyId);
FreeNode(proxyId);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="proxyId">The proxy id.</param>
/// <param name="aabb">The aabb.</param>
/// <param name="displacement">The displacement.</param>
/// <returns>true if the proxy was re-inserted.</returns>
public bool MoveProxy(int proxyId, ref AABB aabb, Vector2 displacement)
{
Debug.Assert(0 <= proxyId && proxyId < _nodeCapacity);
Debug.Assert(_nodes[proxyId].IsLeaf());
if (_nodes[proxyId].AABB.Contains(ref aabb))
{
return false;
}
RemoveLeaf(proxyId);
// Extend AABB.
AABB b = aabb;
Vector2 r = new Vector2(Settings.AABBExtension, Settings.AABBExtension);
b.LowerBound = b.LowerBound - r;
b.UpperBound = b.UpperBound + r;
// Predict AABB displacement.
Vector2 d = Settings.AABBMultiplier * displacement;
if (d.X < 0.0f)
{
b.LowerBound.X += d.X;
}
else
{
b.UpperBound.X += d.X;
}
if (d.Y < 0.0f)
{
b.LowerBound.Y += d.Y;
}
else
{
b.UpperBound.Y += d.Y;
}
_nodes[proxyId].AABB = b;
InsertLeaf(proxyId);
return true;
}
/// <summary>
/// Set proxy user data.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="proxyId">The proxy id.</param>
/// <param name="userData">The proxy user data.</param>
public void SetUserData(int proxyId, T userData, Body body)
{
_nodes[proxyId].UserData = userData;
_nodes[proxyId].Body = body;
}
/// <summary>
/// Get proxy user data.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="proxyId">The proxy id.</param>
/// <returns>the proxy user data or 0 if the id is invalid.</returns>
public T GetUserData(int proxyId)
{
Debug.Assert(0 <= proxyId && proxyId < _nodeCapacity);
return _nodes[proxyId].UserData;
}
/// <summary>
/// Get the fat AABB for a proxy.
/// </summary>
/// <param name="proxyId">The proxy id.</param>
/// <param name="fatAABB">The fat AABB.</param>
public void GetFatAABB(int proxyId, out AABB fatAABB)
{
Debug.Assert(0 <= proxyId && proxyId < _nodeCapacity);
fatAABB = _nodes[proxyId].AABB;
}
/// <summary>
/// Get the fat AABB for a proxy.
/// </summary>
/// <param name="proxyId">The proxy id.</param>
/// <returns>The fat AABB.</returns>
public AABB GetFatAABB(int proxyId)
{
Debug.Assert(0 <= proxyId && proxyId < _nodeCapacity);
return _nodes[proxyId].AABB;
}
public Body GetBody(int proxyId)
{
Debug.Assert(0 <= proxyId && proxyId < _nodeCapacity);
return _nodes[proxyId].Body;
}
/// <summary>
/// Test overlap of fat AABBs.
/// </summary>
/// <param name="proxyIdA">The proxy id A.</param>
/// <param name="proxyIdB">The proxy id B.</param>
public bool TestFatAABBOverlap(int proxyIdA, int proxyIdB)
{
Debug.Assert(0 <= proxyIdA && proxyIdA < _nodeCapacity);
Debug.Assert(0 <= proxyIdB && proxyIdB < _nodeCapacity);
return AABB.TestOverlap(ref _nodes[proxyIdA].AABB, ref _nodes[proxyIdB].AABB);
}
/// <summary>
/// Query an AABB for overlapping proxies. The callback class
/// is called for each proxy that overlaps the supplied AABB.
/// </summary>
/// <param name="callback">The callback.</param>
/// <param name="aabb">The aabb.</param>
public void Query(Func<int, bool> callback, ref AABB aabb, ref Body body)
{
_queryStack.Clear();
_queryStack.Push(_root);
while (_queryStack.Count > 0)
{
int nodeId = _queryStack.Pop();
if (nodeId == NullNode)
{
continue;
}
TreeNode<T> node = _nodes[nodeId];
if (node.Body != body && AABB.TestOverlap(ref node.AABB, ref aabb))
{
if (node.IsLeaf())
{
if (node.Body.CollidesWithMatchesBetweenFixtures &&
body.CollisionCategoriesMatchBetweenFixtures)
{
//equivalent to
//collide = node.Body.CollidesWith.HasAnyFlag(body.CollisionCategories) && body.CollidesWith.HasAnyFlag(node.Body.CollisionCategories)
//same check as in ContactManager.ShouldCollide
//inlined here using binary operations because this is performance critical code
bool collide =
(node.Body.CollidesWith & body.CollisionCategories) != 0 &&
(body.CollidesWith & node.Body.CollisionCategories) != 0;
if (!collide)
{
continue;
}
}
bool proceed = callback(nodeId);
if (proceed == false)
{
return;
}
}
else
{
_queryStack.Push(node.Child1);
_queryStack.Push(node.Child2);
}
}
}
}
public void Query(Func<int, bool> callback, ref AABB aabb)
{
_queryStack.Clear();
_queryStack.Push(_root);
while (_queryStack.Count > 0)
{
int nodeId = _queryStack.Pop();
if (nodeId == NullNode)
{
continue;
}
//TreeNode<T>* node = &_nodes[nodeId];
if (AABB.TestOverlap(ref _nodes[nodeId].AABB, ref aabb))
{
if (_nodes[nodeId].IsLeaf())
{
bool proceed = callback(nodeId);
if (proceed == false)
{
return;
}
}
else
{
_queryStack.Push(_nodes[nodeId].Child1);
_queryStack.Push(_nodes[nodeId].Child2);
}
}
}
}
/// <summary>
/// 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.
/// </summary>
/// <param name="callback">A callback class that is called for each proxy that is hit by the ray.</param>
/// <param name="input">The ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).</param>
/// <param name="collisionCategory">The collision categories of the fixtures to raycast against.</param>
public void RayCast(IBroadPhase broadPhase, Func<RayCastInput, FixtureProxy, float> callback, ref RayCastInput input, Category collisionCategory = Category.All)
{
Vector2 p1 = input.Point1;
Vector2 p2 = input.Point2;
Vector2 r = p2 - p1;
Debug.Assert(r.LengthSquared() > 0.0f);
r.Normalize();
// v is perpendicular to the segment.
Vector2 absV = MathUtils.Abs(new Vector2(-r.Y, r.X)); //FPE: Inlined the 'v' variable
// Separating axis for segment (Gino, p80).
// |dot(v, p1 - c)| > dot(|v|, h)
float maxFraction = input.MaxFraction;
// Build a bounding box for the segment.
AABB segmentAABB = new AABB();
{
Vector2 t = p1 + maxFraction * (p2 - p1);
Vector2.Min(ref p1, ref t, out segmentAABB.LowerBound);
Vector2.Max(ref p1, ref t, out segmentAABB.UpperBound);
}
_raycastStack.Clear();
_raycastStack.Push(_root);
while (_raycastStack.Count > 0)
{
int nodeId = _raycastStack.Pop();
if (nodeId == NullNode)
{
continue;
}
//TreeNode<T>* node = &_nodes[nodeId];
if (AABB.TestOverlap(ref _nodes[nodeId].AABB, ref segmentAABB) == false)
{
continue;
}
// Separating axis for segment (Gino, p80).
// |dot(v, p1 - c)| > dot(|v|, h)
Vector2 c = _nodes[nodeId].AABB.Center;
Vector2 h = _nodes[nodeId].AABB.Extents;
float separation = Math.Abs(Vector2.Dot(new Vector2(-r.Y, r.X), p1 - c)) - Vector2.Dot(absV, h);
if (separation > 0.0f)
{
continue;
}
if (_nodes[nodeId].IsLeaf())
{
FixtureProxy proxy = broadPhase.GetProxy(nodeId);
if (collisionCategory != Category.All &&
//!collisionCategory.HasFlag(proxy.Fixture.CollisionCategories)
(collisionCategory & proxy.Fixture.CollisionCategories) == 0)
{
continue;
}
RayCastInput subInput;
subInput.Point1 = input.Point1;
subInput.Point2 = input.Point2;
subInput.MaxFraction = maxFraction;
float value = callback(subInput, proxy);
if (value == 0.0f)
{
// the client has terminated the raycast.
return;
}
if (value > 0.0f)
{
// Update segment bounding box.
maxFraction = value;
Vector2 t = p1 + maxFraction * (p2 - p1);
Vector2.Min(ref p1, ref t, out segmentAABB.LowerBound);
Vector2.Max(ref p1, ref t, out segmentAABB.UpperBound);
}
}
else
{
_raycastStack.Push(_nodes[nodeId].Child1);
_raycastStack.Push(_nodes[nodeId].Child2);
}
}
}
private int AllocateNode()
{
// Expand the node pool as needed.
if (_freeList == NullNode)
{
Debug.Assert(_nodeCount == _nodeCapacity);
// The free list is empty. Rebuild a bigger pool.
TreeNode<T>[] oldNodes = _nodes;
_nodeCapacity *= 2;
_nodes = new TreeNode<T>[_nodeCapacity];
Array.Copy(oldNodes, _nodes, _nodeCount);
// Build a linked list for the free list. The parent
// pointer becomes the "next" pointer.
for (int i = _nodeCount; i < _nodeCapacity - 1; ++i)
{
_nodes[i].ParentOrNext = i + 1;
_nodes[i].Height = -1;
}
_nodes[_nodeCapacity - 1].ParentOrNext = NullNode;
_nodes[_nodeCapacity - 1].Height = -1;
_freeList = _nodeCount;
}
// Peel a node off the free list.
int nodeId = _freeList;
_freeList = _nodes[nodeId].ParentOrNext;
_nodes[nodeId].ParentOrNext = NullNode;
_nodes[nodeId].Child1 = NullNode;
_nodes[nodeId].Child2 = NullNode;
_nodes[nodeId].Height = 0;
_nodes[nodeId].UserData = default(T);
++_nodeCount;
return nodeId;
}
private void FreeNode(int nodeId)
{
Debug.Assert(0 <= nodeId && nodeId < _nodeCapacity);
Debug.Assert(0 < _nodeCount);
_nodes[nodeId].ParentOrNext = _freeList;
_nodes[nodeId].Height = -1;
_freeList = nodeId;
--_nodeCount;
}
private void InsertLeaf(int leaf)
{
if (_root == NullNode)
{
_root = leaf;
_nodes[_root].ParentOrNext = NullNode;
return;
}
// Find the best sibling for this node
AABB leafAABB = _nodes[leaf].AABB;
int index = _root;
while (_nodes[index].IsLeaf() == false)
{
int child1 = _nodes[index].Child1;
int child2 = _nodes[index].Child2;
float area = _nodes[index].AABB.Perimeter;
AABB combinedAABB = new AABB();
combinedAABB.Combine(ref _nodes[index].AABB, ref leafAABB);
float combinedArea = combinedAABB.Perimeter;
// Cost of creating a new parent for this node and the new leaf
float cost = 2.0f * combinedArea;
// Minimum cost of pushing the leaf further down the tree
float inheritanceCost = 2.0f * (combinedArea - area);
// Cost of descending into child1
float cost1;
if (_nodes[child1].IsLeaf())
{
AABB aabb = new AABB();
aabb.Combine(ref leafAABB, ref _nodes[child1].AABB);
cost1 = aabb.Perimeter + inheritanceCost;
}
else
{
AABB aabb = new AABB();
aabb.Combine(ref leafAABB, ref _nodes[child1].AABB);
float oldArea = _nodes[child1].AABB.Perimeter;
float newArea = aabb.Perimeter;
cost1 = (newArea - oldArea) + inheritanceCost;
}
// Cost of descending into child2
float cost2;
if (_nodes[child2].IsLeaf())
{
AABB aabb = new AABB();
aabb.Combine(ref leafAABB, ref _nodes[child2].AABB);
cost2 = aabb.Perimeter + inheritanceCost;
}
else
{
AABB aabb = new AABB();
aabb.Combine(ref leafAABB, ref _nodes[child2].AABB);
float oldArea = _nodes[child2].AABB.Perimeter;
float newArea = aabb.Perimeter;
cost2 = newArea - oldArea + inheritanceCost;
}
// Descend according to the minimum cost.
if (cost < cost1 && cost1 < cost2)
{
break;
}
// Descend
if (cost1 < cost2)
{
index = child1;
}
else
{
index = child2;
}
}
int sibling = index;
// Create a new parent.
int oldParent = _nodes[sibling].ParentOrNext;
int newParent = AllocateNode();
_nodes[newParent].ParentOrNext = oldParent;
_nodes[newParent].UserData = default(T);
_nodes[newParent].AABB.Combine(ref leafAABB, ref _nodes[sibling].AABB);
_nodes[newParent].Height = _nodes[sibling].Height + 1;
if (oldParent != NullNode)
{
// The sibling was not the root.
if (_nodes[oldParent].Child1 == sibling)
{
_nodes[oldParent].Child1 = newParent;
}
else
{
_nodes[oldParent].Child2 = newParent;
}
_nodes[newParent].Child1 = sibling;
_nodes[newParent].Child2 = leaf;
_nodes[sibling].ParentOrNext = newParent;
_nodes[leaf].ParentOrNext = newParent;
}
else
{
// The sibling was the root.
_nodes[newParent].Child1 = sibling;
_nodes[newParent].Child2 = leaf;
_nodes[sibling].ParentOrNext = newParent;
_nodes[leaf].ParentOrNext = newParent;
_root = newParent;
}
// Walk back up the tree fixing heights and AABBs
index = _nodes[leaf].ParentOrNext;
while (index != NullNode)
{
index = Balance(index);
int child1 = _nodes[index].Child1;
int child2 = _nodes[index].Child2;
Debug.Assert(child1 != NullNode);
Debug.Assert(child2 != NullNode);
_nodes[index].Height = 1 + Math.Max(_nodes[child1].Height, _nodes[child2].Height);
_nodes[index].AABB.Combine(ref _nodes[child1].AABB, ref _nodes[child2].AABB);
index = _nodes[index].ParentOrNext;
}
//Validate();
}
private void RemoveLeaf(int leaf)
{
if (leaf == _root)
{
_root = NullNode;
return;
}
int parent = _nodes[leaf].ParentOrNext;
int grandParent = _nodes[parent].ParentOrNext;
int sibling;
if (_nodes[parent].Child1 == leaf)
{
sibling = _nodes[parent].Child2;
}
else
{
sibling = _nodes[parent].Child1;
}
if (grandParent != NullNode)
{
// Destroy parent and connect sibling to grandParent.
if (_nodes[grandParent].Child1 == parent)
{
_nodes[grandParent].Child1 = sibling;
}
else
{
_nodes[grandParent].Child2 = sibling;
}
_nodes[sibling].ParentOrNext = grandParent;
FreeNode(parent);
// Adjust ancestor bounds.
int index = grandParent;
while (index != NullNode)
{
index = Balance(index);
int child1 = _nodes[index].Child1;
int child2 = _nodes[index].Child2;
_nodes[index].AABB.Combine(ref _nodes[child1].AABB, ref _nodes[child2].AABB);
_nodes[index].Height = 1 + Math.Max(_nodes[child1].Height, _nodes[child2].Height);
index = _nodes[index].ParentOrNext;
}
}
else
{
_root = sibling;
_nodes[sibling].ParentOrNext = NullNode;
FreeNode(parent);
}
//Validate();
}
/// <summary>
/// Perform a left or right rotation if node A is imbalanced.
/// </summary>
/// <param name="iA"></param>
/// <returns>the new root index.</returns>
private int Balance(int iA)
{
Debug.Assert(iA != NullNode);
//TreeNode<T>* A = &_nodes[iA];
if (_nodes[iA].IsLeaf() || _nodes[iA].Height < 2)
{
return iA;
}
int iB = _nodes[iA].Child1;
int iC = _nodes[iA].Child2;
Debug.Assert(0 <= iB && iB < _nodeCapacity);
Debug.Assert(0 <= iC && iC < _nodeCapacity);
//TreeNode<T>* B = &_nodes[iB];
//TreeNode<T>* C = &_nodes[iC];
int balance = _nodes[iC].Height - _nodes[iB].Height;
// Rotate C up
if (balance > 1)
{
int iF = _nodes[iC].Child1;
int iG = _nodes[iC].Child2;
//TreeNode<T>* F = &_nodes[iF];
//TreeNode<T>* G = &_nodes[iG];
Debug.Assert(0 <= iF && iF < _nodeCapacity);
Debug.Assert(0 <= iG && iG < _nodeCapacity);
// Swap A and C
_nodes[iC].Child1 = iA;
_nodes[iC].ParentOrNext = _nodes[iA].ParentOrNext;
_nodes[iA].ParentOrNext = iC;
// A's old parent should point to C
if (_nodes[iC].ParentOrNext != NullNode)
{
if (_nodes[_nodes[iC].ParentOrNext].Child1 == iA)
{
_nodes[_nodes[iC].ParentOrNext].Child1 = iC;
}
else
{
Debug.Assert(_nodes[_nodes[iC].ParentOrNext].Child2 == iA);
_nodes[_nodes[iC].ParentOrNext].Child2 = iC;
}
}
else
{
_root = iC;
}
// Rotate
if (_nodes[iF].Height > _nodes[iG].Height)
{
_nodes[iC].Child2 = iF;
_nodes[iA].Child2 = iG;
_nodes[iG].ParentOrNext = iA;
_nodes[iA].AABB.Combine(ref _nodes[iB].AABB, ref _nodes[iG].AABB);
_nodes[iC].AABB.Combine(ref _nodes[iA].AABB, ref _nodes[iF].AABB);
_nodes[iA].Height = 1 + Math.Max(_nodes[iB].Height, _nodes[iG].Height);
_nodes[iC].Height = 1 + Math.Max(_nodes[iA].Height, _nodes[iF].Height);
}
else
{
_nodes[iC].Child2 = iG;
_nodes[iA].Child2 = iF;
_nodes[iF].ParentOrNext = iA;
_nodes[iA].AABB.Combine(ref _nodes[iB].AABB, ref _nodes[iF].AABB);
_nodes[iC].AABB.Combine(ref _nodes[iA].AABB, ref _nodes[iG].AABB);
_nodes[iA].Height = 1 + Math.Max(_nodes[iB].Height, _nodes[iF].Height);
_nodes[iC].Height = 1 + Math.Max(_nodes[iA].Height, _nodes[iG].Height);
}
return iC;
}
// Rotate B up
if (balance < -1)
{
int iD = _nodes[iB].Child1;
int iE = _nodes[iB].Child2;
//TreeNode<T>* D = &_nodes[iD];
//TreeNode<T>* E = &_nodes[iE];
Debug.Assert(0 <= iD && iD < _nodeCapacity);
Debug.Assert(0 <= iE && iE < _nodeCapacity);
// Swap A and B
_nodes[iB].Child1 = iA;
_nodes[iB].ParentOrNext = _nodes[iA].ParentOrNext;
_nodes[iA].ParentOrNext = iB;
// A's old parent should point to B
if (_nodes[iB].ParentOrNext != NullNode)
{
if (_nodes[_nodes[iB].ParentOrNext].Child1 == iA)
{
_nodes[_nodes[iB].ParentOrNext].Child1 = iB;
}
else
{
Debug.Assert(_nodes[_nodes[iB].ParentOrNext].Child2 == iA);
_nodes[_nodes[iB].ParentOrNext].Child2 = iB;
}
}
else
{
_root = iB;
}
// Rotate
if (_nodes[iD].Height > _nodes[iE].Height)
{
_nodes[iB].Child2 = iD;
_nodes[iA].Child1 = iE;
_nodes[iE].ParentOrNext = iA;
_nodes[iA].AABB.Combine(ref _nodes[iC].AABB, ref _nodes[iE].AABB);
_nodes[iB].AABB.Combine(ref _nodes[iA].AABB, ref _nodes[iD].AABB);
_nodes[iA].Height = 1 + Math.Max(_nodes[iC].Height, _nodes[iE].Height);
_nodes[iB].Height = 1 + Math.Max(_nodes[iA].Height, _nodes[iD].Height);
}
else
{
_nodes[iB].Child2 = iE;
_nodes[iA].Child1 = iD;
_nodes[iD].ParentOrNext = iA;
_nodes[iA].AABB.Combine(ref _nodes[iC].AABB, ref _nodes[iD].AABB);
_nodes[iB].AABB.Combine(ref _nodes[iA].AABB, ref _nodes[iE].AABB);
_nodes[iA].Height = 1 + Math.Max(_nodes[iC].Height, _nodes[iD].Height);
_nodes[iB].Height = 1 + Math.Max(_nodes[iA].Height, _nodes[iE].Height);
}
return iB;
}
return iA;
}
/// <summary>
/// Compute the height of a sub-tree.
/// </summary>
/// <param name="nodeId">The node id to use as parent.</param>
/// <returns>The height of the tree.</returns>
public int ComputeHeight(int nodeId)
{
Debug.Assert(0 <= nodeId && nodeId < _nodeCapacity);
//TreeNode<T>* node = &_nodes[nodeId];
if (_nodes[nodeId].IsLeaf())
{
return 0;
}
int height1 = ComputeHeight(_nodes[nodeId].Child1);
int height2 = ComputeHeight(_nodes[nodeId].Child2);
return 1 + Math.Max(height1, height2);
}
/// <summary>
/// Compute the height of the entire tree.
/// </summary>
/// <returns>The height of the tree.</returns>
public int ComputeHeight()
{
int height = ComputeHeight(_root);
return height;
}
public void ValidateStructure(int index)
{
if (index == NullNode)
{
return;
}
if (index == _root)
{
Debug.Assert(_nodes[index].ParentOrNext == NullNode);
}
//TreeNode<T>* node = &_nodes[index];
int child1 = _nodes[index].Child1;
int child2 = _nodes[index].Child2;
if (_nodes[index].IsLeaf())
{
Debug.Assert(child1 == NullNode);
Debug.Assert(child2 == NullNode);
Debug.Assert(_nodes[index].Height == 0);
return;
}
Debug.Assert(0 <= child1 && child1 < _nodeCapacity);
Debug.Assert(0 <= child2 && child2 < _nodeCapacity);
Debug.Assert(_nodes[child1].ParentOrNext == index);
Debug.Assert(_nodes[child2].ParentOrNext == index);
ValidateStructure(child1);
ValidateStructure(child2);
}
public void ValidateMetrics(int index)
{
if (index == NullNode)
{
return;
}
//TreeNode<T>* node = &_nodes[index];
int child1 = _nodes[index].Child1;
int child2 = _nodes[index].Child2;
if (_nodes[index].IsLeaf())
{
Debug.Assert(child1 == NullNode);
Debug.Assert(child2 == NullNode);
Debug.Assert(_nodes[index].Height == 0);
return;
}
Debug.Assert(0 <= child1 && child1 < _nodeCapacity);
Debug.Assert(0 <= child2 && child2 < _nodeCapacity);
int height1 = _nodes[child1].Height;
int height2 = _nodes[child2].Height;
int height = 1 + Math.Max(height1, height2);
Debug.Assert(_nodes[index].Height == height);
AABB AABB = new AABB();
AABB.Combine(ref _nodes[child1].AABB, ref _nodes[child2].AABB);
Debug.Assert(AABB.LowerBound == _nodes[index].AABB.LowerBound);
Debug.Assert(AABB.UpperBound == _nodes[index].AABB.UpperBound);
ValidateMetrics(child1);
ValidateMetrics(child2);
}
/// <summary>
/// Validate this tree. For testing.
/// </summary>
public void Validate()
{
ValidateStructure(_root);
ValidateMetrics(_root);
int freeCount = 0;
int freeIndex = _freeList;
while (freeIndex != NullNode)
{
Debug.Assert(0 <= freeIndex && freeIndex < _nodeCapacity);
freeIndex = _nodes[freeIndex].ParentOrNext;
++freeCount;
}
Debug.Assert(Height == ComputeHeight());
Debug.Assert(_nodeCount + freeCount == _nodeCapacity);
}
/// <summary>
/// Build an optimal tree. Very expensive. For testing.
/// </summary>
public void RebuildBottomUp()
{
int[] nodes = new int[_nodeCount];
int count = 0;
// Build array of leaves. Free the rest.
for (int i = 0; i < _nodeCapacity; ++i)
{
if (_nodes[i].Height < 0)
{
// free node in pool
continue;
}
if (_nodes[i].IsLeaf())
{
_nodes[i].ParentOrNext = NullNode;
nodes[count] = i;
++count;
}
else
{
FreeNode(i);
}
}
while (count > 1)
{
float minCost = Settings.MaxFloat;
int iMin = -1, jMin = -1;
for (int i = 0; i < count; ++i)
{
AABB AABBi = _nodes[nodes[i]].AABB;
for (int j = i + 1; j < count; ++j)
{
AABB AABBj = _nodes[nodes[j]].AABB;
AABB b = new AABB();
b.Combine(ref AABBi, ref AABBj);
float cost = b.Perimeter;
if (cost < minCost)
{
iMin = i;
jMin = j;
minCost = cost;
}
}
}
int index1 = nodes[iMin];
int index2 = nodes[jMin];
//TreeNode<T>* child1 = &_nodes[index1];
//TreeNode<T>* child2 = &_nodes[index2];
int parentIndex = AllocateNode();
//TreeNode<T>* parent = &_nodes[parentIndex];
_nodes[parentIndex].Child1 = index1;
_nodes[parentIndex].Child2 = index2;
_nodes[parentIndex].Height = 1 + Math.Max(_nodes[index1].Height, _nodes[index2].Height);
_nodes[parentIndex].AABB.Combine(ref _nodes[index1].AABB, ref _nodes[index2].AABB);
_nodes[parentIndex].ParentOrNext = NullNode;
_nodes[index1].ParentOrNext = parentIndex;
_nodes[index2].ParentOrNext = parentIndex;
nodes[jMin] = nodes[count - 1];
nodes[iMin] = parentIndex;
--count;
}
_root = nodes[0];
Validate();
}
/// <summary>
/// Shift the origin of the nodes
/// </summary>
/// <param name="newOrigin">The displacement to use.</param>
public void ShiftOrigin(Vector2 newOrigin)
{
// Build array of leaves. Free the rest.
for (int i = 0; i < _nodeCapacity; ++i)
{
_nodes[i].AABB.LowerBound -= newOrigin;
_nodes[i].AABB.UpperBound -= newOrigin;
}
}
}
}