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author | StormBytePP <stormbyte@gmail.com> | 2015-08-15 02:19:10 +0200 |
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committer | StormBytePP <stormbyte@gmail.com> | 2015-08-16 21:23:15 +0200 |
commit | 1f66d719f2cbbcb144b5080c89dd73fcae261798 (patch) | |
tree | 6a3778749b629c92de95cef7eb3d1d8c2630bdc4 /src/common/Collision/BoundingIntervalHierarchy.h | |
parent | 222eaccc51b8d358c7b60d8def40d6461244ed31 (diff) |
Core/BuildSystem: Merge collision, debugging, threading, utilities and configuration into "common" which does not depend on shared anymore and moved database out of shared library
These changes enables to build tools only without even having MySQL installed
Diffstat (limited to 'src/common/Collision/BoundingIntervalHierarchy.h')
-rw-r--r-- | src/common/Collision/BoundingIntervalHierarchy.h | 400 |
1 files changed, 400 insertions, 0 deletions
diff --git a/src/common/Collision/BoundingIntervalHierarchy.h b/src/common/Collision/BoundingIntervalHierarchy.h new file mode 100644 index 00000000000..3a09772c41f --- /dev/null +++ b/src/common/Collision/BoundingIntervalHierarchy.h @@ -0,0 +1,400 @@ +/* + * Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/> + * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/> + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License as published by the + * Free Software Foundation; either version 2 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for + * more details. + * + * You should have received a copy of the GNU General Public License along + * with this program. If not, see <http://www.gnu.org/licenses/>. + */ + +#ifndef _BIH_H +#define _BIH_H + +#include "G3D/Vector3.h" +#include "G3D/Ray.h" +#include "G3D/AABox.h" + +#include "Define.h" + +#include <stdexcept> +#include <vector> +#include <algorithm> +#include <limits> +#include <cmath> + +#define MAX_STACK_SIZE 64 + +static inline uint32 floatToRawIntBits(float f) +{ + union + { + uint32 ival; + float fval; + } temp; + temp.fval=f; + return temp.ival; +} + +static inline float intBitsToFloat(uint32 i) +{ + union + { + uint32 ival; + float fval; + } temp; + temp.ival=i; + return temp.fval; +} + +struct AABound +{ + G3D::Vector3 lo, hi; +}; + +/** Bounding Interval Hierarchy Class. + Building and Ray-Intersection functions based on BIH from + Sunflow, a Java Raytracer, released under MIT/X11 License + http://sunflow.sourceforge.net/ + Copyright (c) 2003-2007 Christopher Kulla +*/ + +class BIH +{ + private: + void init_empty() + { + tree.clear(); + objects.clear(); + // create space for the first node + tree.push_back(3u << 30u); // dummy leaf + tree.insert(tree.end(), 2, 0); + } + public: + BIH() { init_empty(); } + template< class BoundsFunc, class PrimArray > + void build(const PrimArray &primitives, BoundsFunc &getBounds, uint32 leafSize = 3, bool printStats=false) + { + if (primitives.size() == 0) + { + init_empty(); + return; + } + + buildData dat; + dat.maxPrims = leafSize; + dat.numPrims = primitives.size(); + dat.indices = new uint32[dat.numPrims]; + dat.primBound = new G3D::AABox[dat.numPrims]; + getBounds(primitives[0], bounds); + for (uint32 i=0; i<dat.numPrims; ++i) + { + dat.indices[i] = i; + getBounds(primitives[i], dat.primBound[i]); + bounds.merge(dat.primBound[i]); + } + std::vector<uint32> tempTree; + BuildStats stats; + buildHierarchy(tempTree, dat, stats); + if (printStats) + stats.printStats(); + + objects.resize(dat.numPrims); + for (uint32 i=0; i<dat.numPrims; ++i) + objects[i] = dat.indices[i]; + //nObjects = dat.numPrims; + tree = tempTree; + delete[] dat.primBound; + delete[] dat.indices; + } + uint32 primCount() const { return objects.size(); } + + template<typename RayCallback> + void intersectRay(const G3D::Ray &r, RayCallback& intersectCallback, float &maxDist, bool stopAtFirst=false) const + { + float intervalMin = -1.f; + float intervalMax = -1.f; + G3D::Vector3 org = r.origin(); + G3D::Vector3 dir = r.direction(); + G3D::Vector3 invDir; + for (int i=0; i<3; ++i) + { + invDir[i] = 1.f / dir[i]; + if (G3D::fuzzyNe(dir[i], 0.0f)) + { + float t1 = (bounds.low()[i] - org[i]) * invDir[i]; + float t2 = (bounds.high()[i] - org[i]) * invDir[i]; + if (t1 > t2) + std::swap(t1, t2); + if (t1 > intervalMin) + intervalMin = t1; + if (t2 < intervalMax || intervalMax < 0.f) + intervalMax = t2; + // intervalMax can only become smaller for other axis, + // and intervalMin only larger respectively, so stop early + if (intervalMax <= 0 || intervalMin >= maxDist) + return; + } + } + + if (intervalMin > intervalMax) + return; + intervalMin = std::max(intervalMin, 0.f); + intervalMax = std::min(intervalMax, maxDist); + + uint32 offsetFront[3]; + uint32 offsetBack[3]; + uint32 offsetFront3[3]; + uint32 offsetBack3[3]; + // compute custom offsets from direction sign bit + + for (int i=0; i<3; ++i) + { + offsetFront[i] = floatToRawIntBits(dir[i]) >> 31; + offsetBack[i] = offsetFront[i] ^ 1; + offsetFront3[i] = offsetFront[i] * 3; + offsetBack3[i] = offsetBack[i] * 3; + + // avoid always adding 1 during the inner loop + ++offsetFront[i]; + ++offsetBack[i]; + } + + StackNode stack[MAX_STACK_SIZE]; + int stackPos = 0; + int node = 0; + + while (true) { + while (true) + { + uint32 tn = tree[node]; + uint32 axis = (tn & (3 << 30)) >> 30; + bool BVH2 = (tn & (1 << 29)) != 0; + int offset = tn & ~(7 << 29); + if (!BVH2) + { + if (axis < 3) + { + // "normal" interior node + float tf = (intBitsToFloat(tree[node + offsetFront[axis]]) - org[axis]) * invDir[axis]; + float tb = (intBitsToFloat(tree[node + offsetBack[axis]]) - org[axis]) * invDir[axis]; + // ray passes between clip zones + if (tf < intervalMin && tb > intervalMax) + break; + int back = offset + offsetBack3[axis]; + node = back; + // ray passes through far node only + if (tf < intervalMin) { + intervalMin = (tb >= intervalMin) ? tb : intervalMin; + continue; + } + node = offset + offsetFront3[axis]; // front + // ray passes through near node only + if (tb > intervalMax) { + intervalMax = (tf <= intervalMax) ? tf : intervalMax; + continue; + } + // ray passes through both nodes + // push back node + stack[stackPos].node = back; + stack[stackPos].tnear = (tb >= intervalMin) ? tb : intervalMin; + stack[stackPos].tfar = intervalMax; + stackPos++; + // update ray interval for front node + intervalMax = (tf <= intervalMax) ? tf : intervalMax; + continue; + } + else + { + // leaf - test some objects + int n = tree[node + 1]; + while (n > 0) { + bool hit = intersectCallback(r, objects[offset], maxDist, stopAtFirst); + if (stopAtFirst && hit) return; + --n; + ++offset; + } + break; + } + } + else + { + if (axis>2) + return; // should not happen + float tf = (intBitsToFloat(tree[node + offsetFront[axis]]) - org[axis]) * invDir[axis]; + float tb = (intBitsToFloat(tree[node + offsetBack[axis]]) - org[axis]) * invDir[axis]; + node = offset; + intervalMin = (tf >= intervalMin) ? tf : intervalMin; + intervalMax = (tb <= intervalMax) ? tb : intervalMax; + if (intervalMin > intervalMax) + break; + continue; + } + } // traversal loop + do + { + // stack is empty? + if (stackPos == 0) + return; + // move back up the stack + stackPos--; + intervalMin = stack[stackPos].tnear; + if (maxDist < intervalMin) + continue; + node = stack[stackPos].node; + intervalMax = stack[stackPos].tfar; + break; + } while (true); + } + } + + template<typename IsectCallback> + void intersectPoint(const G3D::Vector3 &p, IsectCallback& intersectCallback) const + { + if (!bounds.contains(p)) + return; + + StackNode stack[MAX_STACK_SIZE]; + int stackPos = 0; + int node = 0; + + while (true) { + while (true) + { + uint32 tn = tree[node]; + uint32 axis = (tn & (3 << 30)) >> 30; + bool BVH2 = (tn & (1 << 29)) != 0; + int offset = tn & ~(7 << 29); + if (!BVH2) + { + if (axis < 3) + { + // "normal" interior node + float tl = intBitsToFloat(tree[node + 1]); + float tr = intBitsToFloat(tree[node + 2]); + // point is between clip zones + if (tl < p[axis] && tr > p[axis]) + break; + int right = offset + 3; + node = right; + // point is in right node only + if (tl < p[axis]) { + continue; + } + node = offset; // left + // point is in left node only + if (tr > p[axis]) { + continue; + } + // point is in both nodes + // push back right node + stack[stackPos].node = right; + stackPos++; + continue; + } + else + { + // leaf - test some objects + int n = tree[node + 1]; + while (n > 0) { + intersectCallback(p, objects[offset]); // !!! + --n; + ++offset; + } + break; + } + } + else // BVH2 node (empty space cut off left and right) + { + if (axis>2) + return; // should not happen + float tl = intBitsToFloat(tree[node + 1]); + float tr = intBitsToFloat(tree[node + 2]); + node = offset; + if (tl > p[axis] || tr < p[axis]) + break; + continue; + } + } // traversal loop + + // stack is empty? + if (stackPos == 0) + return; + // move back up the stack + stackPos--; + node = stack[stackPos].node; + } + } + + bool writeToFile(FILE* wf) const; + bool readFromFile(FILE* rf); + + protected: + std::vector<uint32> tree; + std::vector<uint32> objects; + G3D::AABox bounds; + + struct buildData + { + uint32 *indices; + G3D::AABox *primBound; + uint32 numPrims; + int maxPrims; + }; + struct StackNode + { + uint32 node; + float tnear; + float tfar; + }; + + class BuildStats + { + private: + int numNodes; + int numLeaves; + int sumObjects; + int minObjects; + int maxObjects; + int sumDepth; + int minDepth; + int maxDepth; + int numLeavesN[6]; + int numBVH2; + + public: + BuildStats(): + numNodes(0), numLeaves(0), sumObjects(0), minObjects(0x0FFFFFFF), + maxObjects(0xFFFFFFFF), sumDepth(0), minDepth(0x0FFFFFFF), + maxDepth(0xFFFFFFFF), numBVH2(0) + { + for (int i=0; i<6; ++i) numLeavesN[i] = 0; + } + + void updateInner() { numNodes++; } + void updateBVH2() { numBVH2++; } + void updateLeaf(int depth, int n); + void printStats(); + }; + + void buildHierarchy(std::vector<uint32> &tempTree, buildData &dat, BuildStats &stats); + + void createNode(std::vector<uint32> &tempTree, int nodeIndex, uint32 left, uint32 right) const + { + // write leaf node + tempTree[nodeIndex + 0] = (3 << 30) | left; + tempTree[nodeIndex + 1] = right - left + 1; + } + + void subdivide(int left, int right, std::vector<uint32> &tempTree, buildData &dat, AABound &gridBox, AABound &nodeBox, int nodeIndex, int depth, BuildStats &stats); +}; + +#endif // _BIH_H |