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/**
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2006 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Daniel Genrich, Andre Pinto
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "MEM_guardedalloc.h"
#include "BKE_utildefines.h"
#include "BLI_kdopbvh.h"
#include "BLI_math.h"
#ifdef _OPENMP
#include <omp.h>
#endif
#define MAX_TREETYPE 32
#define DEFAULT_FIND_NEAREST_HEAP_SIZE 1024
typedef struct BVHNode
{
struct BVHNode **children;
struct BVHNode *parent; // some user defined traversed need that
struct BVHNode *skip[2];
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float *bv; // Bounding volume of all nodes, max 13 axis
int index; // face, edge, vertex index
char totnode; // how many nodes are used, used for speedup
char main_axis; // Axis used to split this node
} BVHNode;
struct BVHTree
{
BVHNode **nodes;
BVHNode *nodearray; /* pre-alloc branch nodes */
BVHNode **nodechild; // pre-alloc childs for nodes
float *nodebv; // pre-alloc bounding-volumes for nodes
float epsilon; /* epslion is used for inflation of the k-dop */
int totleaf; // leafs
int totbranch;
char tree_type; // type of tree (4 => quadtree)
char axis; // kdop type (6 => OBB, 7 => AABB, ...)
char start_axis, stop_axis; // KDOP_AXES array indices according to axis
};
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typedef struct BVHOverlapData
{
BVHTree *tree1, *tree2;
BVHTreeOverlap *overlap;
int i, max_overlap; /* i is number of overlaps */
int start_axis, stop_axis;
} BVHOverlapData;
typedef struct BVHNearestData
{
BVHTree *tree;
const float *co;
BVHTree_NearestPointCallback callback;
void *userdata;
float proj[13]; //coordinates projection over axis
BVHTreeNearest nearest;
} BVHNearestData;
typedef struct BVHRayCastData
{
BVHTree *tree;
BVHTree_RayCastCallback callback;
void *userdata;
BVHTreeRay ray;
float ray_dot_axis[13];
float idot_axis[13];
int index[6];
BVHTreeRayHit hit;
} BVHRayCastData;
////////////////////////////////////////m
////////////////////////////////////////////////////////////////////////
// Bounding Volume Hierarchy Definition
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//
// Notes: From OBB until 26-DOP --> all bounding volumes possible, just choose type below
// Notes: You have to choose the type at compile time ITM
// Notes: You can choose the tree type --> binary, quad, octree, choose below
////////////////////////////////////////////////////////////////////////
static float KDOP_AXES[13][3] =
{ {1.0, 0, 0}, {0, 1.0, 0}, {0, 0, 1.0}, {1.0, 1.0, 1.0}, {1.0, -1.0, 1.0}, {1.0, 1.0, -1.0},
{1.0, -1.0, -1.0}, {1.0, 1.0, 0}, {1.0, 0, 1.0}, {0, 1.0, 1.0}, {1.0, -1.0, 0}, {1.0, 0, -1.0},
{0, 1.0, -1.0}
};
/*
* Generic push and pop heap
*/
#define PUSH_HEAP_BODY(HEAP_TYPE,PRIORITY,heap,heap_size) \
{ \
HEAP_TYPE element = heap[heap_size-1]; \
int child = heap_size-1; \
while(child != 0) \
{ \
int parent = (child-1) / 2; \
if(PRIORITY(element, heap[parent])) \
{ \
heap[child] = heap[parent]; \
child = parent; \
} \
else break; \
} \
heap[child] = element; \
}
#define POP_HEAP_BODY(HEAP_TYPE, PRIORITY,heap,heap_size) \
{ \
HEAP_TYPE element = heap[heap_size-1]; \
int parent = 0; \
while(parent < (heap_size-1)/2 ) \
{ \
int child2 = (parent+1)*2; \
if(PRIORITY(heap[child2-1], heap[child2])) \
--child2; \
\
if(PRIORITY(element, heap[child2])) \
break; \
\
heap[parent] = heap[child2]; \
parent = child2; \
} \
heap[parent] = element; \
}
int ADJUST_MEMORY(void *local_memblock, void **memblock, int new_size, int *max_size, int size_per_item)
{
int new_max_size = *max_size * 2;
void *new_memblock = NULL;
if(new_size <= *max_size)
return TRUE;
if(*memblock == local_memblock)
{
new_memblock = malloc( size_per_item * new_max_size );
memcpy( new_memblock, *memblock, size_per_item * *max_size );
}
else
new_memblock = realloc(*memblock, size_per_item * new_max_size );
if(new_memblock)
{
*memblock = new_memblock;
*max_size = new_max_size;
return TRUE;
}
else
return FALSE;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////
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// Introsort
// with permission deriven from the following Java code:
// http://ralphunden.net/content/tutorials/a-guide-to-introsort/
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// and he derived it from the SUN STL
//////////////////////////////////////////////////////////////////////////////////////////////////////
//static int size_threshold = 16;
/*
* Common methods for all algorithms
*/
/*static int floor_lg(int a)
{
return (int)(floor(log(a)/log(2)));
}*/
/*
* Insertion sort algorithm
*/
static void bvh_insertionsort(BVHNode **a, int lo, int hi, int axis)
{
int i,j;
BVHNode *t;
for (i=lo; i < hi; i++)
{
j=i;
t = a[i];
while((j!=lo) && (t->bv[axis] < (a[j-1])->bv[axis]))
{
a[j] = a[j-1];
j--;
}
a[j] = t;
}
}
static int bvh_partition(BVHNode **a, int lo, int hi, BVHNode * x, int axis)
{
int i=lo, j=hi;
while (1)
{
while ((a[i])->bv[axis] < x->bv[axis]) i++;
j--;
while (x->bv[axis] < (a[j])->bv[axis]) j--;
if(!(i < j))
return i;
SWAP( BVHNode* , a[i], a[j]);
i++;
}
}
/*
* Heapsort algorithm
*/
#if 0
static void bvh_downheap(BVHNode **a, int i, int n, int lo, int axis)
{
BVHNode * d = a[lo+i-1];
int child;
while (i<=n/2)
{
child = 2*i;
if ((child < n) && ((a[lo+child-1])->bv[axis] < (a[lo+child])->bv[axis]))
{
child++;
}
if (!(d->bv[axis] < (a[lo+child-1])->bv[axis])) break;
a[lo+i-1] = a[lo+child-1];
i = child;
}
a[lo+i-1] = d;
}
static void bvh_heapsort(BVHNode **a, int lo, int hi, int axis)
{
int n = hi-lo, i;
for (i=n/2; i>=1; i=i-1)
{
bvh_downheap(a, i,n,lo, axis);
}
for (i=n; i>1; i=i-1)
{
SWAP(BVHNode*, a[lo],a[lo+i-1]);
bvh_downheap(a, 1,i-1,lo, axis);
}
}
#endif
static BVHNode *bvh_medianof3(BVHNode **a, int lo, int mid, int hi, int axis) // returns Sortable
{
if ((a[mid])->bv[axis] < (a[lo])->bv[axis])
{
if ((a[hi])->bv[axis] < (a[mid])->bv[axis])
return a[mid];
else
{
if ((a[hi])->bv[axis] < (a[lo])->bv[axis])
return a[hi];
else
return a[lo];
}
}
else
{
if ((a[hi])->bv[axis] < (a[mid])->bv[axis])
{
if ((a[hi])->bv[axis] < (a[lo])->bv[axis])
return a[lo];
else
return a[hi];
}
else
return a[mid];
}
}
#if 0
/*
* Quicksort algorithm modified for Introsort
*/
static void bvh_introsort_loop (BVHNode **a, int lo, int hi, int depth_limit, int axis)
{
int p;
while (hi-lo > size_threshold)
{
if (depth_limit == 0)
{
bvh_heapsort(a, lo, hi, axis);
return;
}
depth_limit=depth_limit-1;
p=bvh_partition(a, lo, hi, bvh_medianof3(a, lo, lo+((hi-lo)/2)+1, hi-1, axis), axis);
bvh_introsort_loop(a, p, hi, depth_limit, axis);
hi=p;
}
}
static void sort(BVHNode **a0, int begin, int end, int axis)
{
if (begin < end)
{
BVHNode **a=a0;
bvh_introsort_loop(a, begin, end, 2*floor_lg(end-begin), axis);
bvh_insertionsort(a, begin, end, axis);
}
}
static void sort_along_axis(BVHTree *tree, int start, int end, int axis)
{
sort(tree->nodes, start, end, axis);
}
#endif
//after a call to this function you can expect one of:
// every node to left of a[n] are smaller or equal to it
// every node to the right of a[n] are greater or equal to it
static int partition_nth_element(BVHNode **a, int _begin, int _end, int n, int axis){
int begin = _begin, end = _end, cut;
while(end-begin > 3)
{
cut = bvh_partition(a, begin, end, bvh_medianof3(a, begin, (begin+end)/2, end-1, axis), axis );
if(cut <= n)
begin = cut;
else
end = cut;
}
bvh_insertionsort(a, begin, end, axis);
return n;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////
static void build_skip_links(BVHTree *tree, BVHNode *node, BVHNode *left, BVHNode *right)
{
int i;
node->skip[0] = left;
node->skip[1] = right;
for (i = 0; i < node->totnode; i++)
{
if(i+1 < node->totnode)
build_skip_links(tree, node->children[i], left, node->children[i+1] );
else
build_skip_links(tree, node->children[i], left, right );
left = node->children[i];
}
}
/*
* BVHTree bounding volumes functions
*/
static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoints, int moving)
{
float newminmax;
float *bv = node->bv;
int i, k;
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// don't init boudings for the moving case
if(!moving)
{
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
bv[2*i] = FLT_MAX;
bv[2*i + 1] = -FLT_MAX;
}
}
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for(k = 0; k < numpoints; k++)
{
// for all Axes.
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
newminmax = INPR(&co[k * 3], KDOP_AXES[i]);
if (newminmax < bv[2 * i])
bv[2 * i] = newminmax;
if (newminmax > bv[(2 * i) + 1])
bv[(2 * i) + 1] = newminmax;
}
}
}
// depends on the fact that the BVH's for each face is already build
static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
{
float newmin,newmax;
int i, j;
float *bv = node->bv;
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for (i = tree->start_axis; i < tree->stop_axis; i++)
{
bv[2*i] = FLT_MAX;
bv[2*i + 1] = -FLT_MAX;
}
for (j = start; j < end; j++)
{
// for all Axes.
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
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newmin = tree->nodes[j]->bv[(2 * i)];
if ((newmin < bv[(2 * i)]))
bv[(2 * i)] = newmin;
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newmax = tree->nodes[j]->bv[(2 * i) + 1];
if ((newmax > bv[(2 * i) + 1]))
bv[(2 * i) + 1] = newmax;
}
}
}
// only supports x,y,z axis in the moment
// but we should use a plain and simple function here for speed sake
static char get_largest_axis(float *bv)
{
float middle_point[3];
middle_point[0] = (bv[1]) - (bv[0]); // x axis
middle_point[1] = (bv[3]) - (bv[2]); // y axis
middle_point[2] = (bv[5]) - (bv[4]); // z axis
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if (middle_point[0] > middle_point[1])
{
if (middle_point[0] > middle_point[2])
return 1; // max x axis
else
return 5; // max z axis
}
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else
{
if (middle_point[1] > middle_point[2])
return 3; // max y axis
else
return 5; // max z axis
}
}
// bottom-up update of bvh node BV
// join the children on the parent BV
static void node_join(BVHTree *tree, BVHNode *node)
{
int i, j;
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for (i = tree->start_axis; i < tree->stop_axis; i++)
{
node->bv[2*i] = FLT_MAX;
node->bv[2*i + 1] = -FLT_MAX;
}
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for (i = 0; i < tree->tree_type; i++)
{
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if (node->children[i])
{
for (j = tree->start_axis; j < tree->stop_axis; j++)
{
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// update minimum
if (node->children[i]->bv[(2 * j)] < node->bv[(2 * j)])
node->bv[(2 * j)] = node->children[i]->bv[(2 * j)];
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// update maximum
if (node->children[i]->bv[(2 * j) + 1] > node->bv[(2 * j) + 1])
node->bv[(2 * j) + 1] = node->children[i]->bv[(2 * j) + 1];
}
}
else
break;
}
}
/*
* Debug and information functions
*/
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#if 0
static void bvhtree_print_tree(BVHTree *tree, BVHNode *node, int depth)
{
int i;
for(i=0; i<depth; i++) printf(" ");
printf(" - %d (%ld): ", node->index, node - tree->nodearray);
for(i=2*tree->start_axis; i<2*tree->stop_axis; i++)
printf("%.3f ", node->bv[i]);
printf("\n");
for(i=0; i<tree->tree_type; i++)
if(node->children[i])
bvhtree_print_tree(tree, node->children[i], depth+1);
}
static void bvhtree_info(BVHTree *tree)
{
printf("BVHTree info\n");
printf("tree_type = %d, axis = %d, epsilon = %f\n", tree->tree_type, tree->axis, tree->epsilon);
printf("nodes = %d, branches = %d, leafs = %d\n", tree->totbranch + tree->totleaf, tree->totbranch, tree->totleaf);
printf("Memory per node = %ldbytes\n", sizeof(BVHNode) + sizeof(BVHNode*)*tree->tree_type + sizeof(float)*tree->axis);
printf("BV memory = %dbytes\n", MEM_allocN_len(tree->nodebv));
printf("Total memory = %ldbytes\n", sizeof(BVHTree)
+ MEM_allocN_len(tree->nodes)
+ MEM_allocN_len(tree->nodearray)
+ MEM_allocN_len(tree->nodechild)
+ MEM_allocN_len(tree->nodebv)
);
// bvhtree_print_tree(tree, tree->nodes[tree->totleaf], 0);
}
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#endif
#if 0
static void verify_tree(BVHTree *tree)
{
int i, j, check = 0;
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// check the pointer list
for(i = 0; i < tree->totleaf; i++)
{
if(tree->nodes[i]->parent == NULL)
printf("Leaf has no parent: %d\n", i);
else
{
for(j = 0; j < tree->tree_type; j++)
{
if(tree->nodes[i]->parent->children[j] == tree->nodes[i])
check = 1;
}
if(!check)
{
printf("Parent child relationship doesn't match: %d\n", i);
}
check = 0;
}
}
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// check the leaf list
for(i = 0; i < tree->totleaf; i++)
{
if(tree->nodearray[i].parent == NULL)
printf("Leaf has no parent: %d\n", i);
else
{
for(j = 0; j < tree->tree_type; j++)
{
if(tree->nodearray[i].parent->children[j] == &tree->nodearray[i])
check = 1;
}
if(!check)
{
printf("Parent child relationship doesn't match: %d\n", i);
}
check = 0;
}
}
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printf("branches: %d, leafs: %d, total: %d\n", tree->totbranch, tree->totleaf, tree->totbranch + tree->totleaf);
}
#endif
//Helper data and structures to build a min-leaf generalized implicit tree
//This code can be easily reduced (basicly this is only method to calculate pow(k, n) in O(1).. and stuff like that)
typedef struct BVHBuildHelper
{
int tree_type; //
int totleafs; //
int leafs_per_child [32]; //Min number of leafs that are archievable from a node at depth N
int branches_on_level[32]; //Number of nodes at depth N (tree_type^N)
int remain_leafs; //Number of leafs that are placed on the level that is not 100% filled
} BVHBuildHelper;
static void build_implicit_tree_helper(BVHTree *tree, BVHBuildHelper *data)
{
int depth = 0;
int remain;
int nnodes;
data->totleafs = tree->totleaf;
data->tree_type= tree->tree_type;
//Calculate the smallest tree_type^n such that tree_type^n >= num_leafs
for(
data->leafs_per_child[0] = 1;
data->leafs_per_child[0] < data->totleafs;
data->leafs_per_child[0] *= data->tree_type
);
data->branches_on_level[0] = 1;
//We could stop the loop first (but I am lazy to find out when)
for(depth = 1; depth < 32; depth++)
{
data->branches_on_level[depth] = data->branches_on_level[depth-1] * data->tree_type;
data->leafs_per_child [depth] = data->leafs_per_child [depth-1] / data->tree_type;
}
remain = data->totleafs - data->leafs_per_child[1];
nnodes = (remain + data->tree_type - 2) / (data->tree_type - 1);
data->remain_leafs = remain + nnodes;
}
// return the min index of all the leafs archivable with the given branch
static int implicit_leafs_index(BVHBuildHelper *data, int depth, int child_index)
{
int min_leaf_index = child_index * data->leafs_per_child[depth-1];
if(min_leaf_index <= data->remain_leafs)
return min_leaf_index;
else if(data->leafs_per_child[depth])
return data->totleafs - (data->branches_on_level[depth-1] - child_index) * data->leafs_per_child[depth];
else
return data->remain_leafs;
}
/**
* Generalized implicit tree build
*
* An implicit tree is a tree where its structure is implied, thus there is no need to store child pointers or indexs.
* Its possible to find the position of the child or the parent with simple maths (multiplication and adittion). This type
* of tree is for example used on heaps.. where node N has its childs at indexs N*2 and N*2+1.
*
* Altought in this case the tree type is general.. and not know until runtime.
* tree_type stands for the maximum number of childs that a tree node can have.
* All tree types >= 2 are supported.
*
* Advantages of the used trees include:
* - No need to store child/parent relations (they are implicit);
* - Any node child always has an index greater than the parent;
* - Brother nodes are sequencial in memory;
*
*
* Some math relations derived for general implicit trees:
*
* K = tree_type, ( 2 <= K )
* ROOT = 1
* N child of node A = A * K + (2 - K) + N, (0 <= N < K)
*
* Util methods:
* TODO...
* (looping elements, knowing if its a leaf or not.. etc...)
*/
// This functions returns the number of branches needed to have the requested number of leafs.
static int implicit_needed_branches(int tree_type, int leafs)
{
return MAX2(1, (leafs + tree_type - 3) / (tree_type-1) );
}
/*
* This function handles the problem of "sorting" the leafs (along the split_axis).
*
* It arranges the elements in the given partitions such that:
* - any element in partition N is less or equal to any element in partition N+1.
* - if all elements are diferent all partition will get the same subset of elements
* as if the array was sorted.
*
* partition P is described as the elements in the range ( nth[P] , nth[P+1] ]
*
* TODO: This can be optimized a bit by doing a specialized nth_element instead of K nth_elements
*/
static void split_leafs(BVHNode **leafs_array, int *nth, int partitions, int split_axis)
{
int i;
for(i=0; i < partitions-1; i++)
{
if(nth[i] >= nth[partitions])
break;
partition_nth_element(leafs_array, nth[i], nth[partitions], nth[i+1], split_axis);
}
}
/*
* This functions builds an optimal implicit tree from the given leafs.
* Where optimal stands for:
* - The resulting tree will have the smallest number of branches;
* - At most only one branch will have NULL childs;
* - All leafs will be stored at level N or N+1.
*
* This function creates an implicit tree on branches_array, the leafs are given on the leafs_array.
*
* The tree is built per depth levels. First branchs at depth 1.. then branches at depth 2.. etc..
* The reason is that we can build level N+1 from level N witouth any data dependencies.. thus it allows
* to use multithread building.
*
* To archieve this is necessary to find how much leafs are accessible from a certain branch, BVHBuildHelper
* implicit_needed_branches and implicit_leafs_index are auxiliar functions to solve that "optimal-split".
*/
static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array, BVHNode **leafs_array, int num_leafs)
{
int i;
const int tree_type = tree->tree_type;
const int tree_offset = 2 - tree->tree_type; //this value is 0 (on binary trees) and negative on the others
const int num_branches= implicit_needed_branches(tree_type, num_leafs);
BVHBuildHelper data;
int depth;
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// set parent from root node to NULL
BVHNode *tmp = branches_array+0;
tmp->parent = NULL;
//Most of bvhtree code relies on 1-leaf trees having at least one branch
//We handle that special case here
if(num_leafs == 1)
{
BVHNode *root = branches_array+0;
refit_kdop_hull(tree, root, 0, num_leafs);
root->main_axis = get_largest_axis(root->bv) / 2;
root->totnode = 1;
root->children[0] = leafs_array[0];
root->children[0]->parent = root;
return;
}
branches_array--; //Implicit trees use 1-based indexs
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build_implicit_tree_helper(tree, &data);
//Loop tree levels (log N) loops
for(i=1, depth = 1; i <= num_branches; i = i*tree_type + tree_offset, depth++)
{
const int first_of_next_level = i*tree_type + tree_offset;
const int end_j = MIN2(first_of_next_level, num_branches + 1); //index of last branch on this level
int j;
//Loop all branches on this level
#pragma omp parallel for private(j) schedule(static)
for(j = i; j < end_j; j++)
{
int k;
const int parent_level_index= j-i;
BVHNode* parent = branches_array + j;
int nth_positions[ MAX_TREETYPE + 1];
char split_axis;
int parent_leafs_begin = implicit_leafs_index(&data, depth, parent_level_index);
int parent_leafs_end = implicit_leafs_index(&data, depth, parent_level_index+1);
//This calculates the bounding box of this branch
//and chooses the largest axis as the axis to divide leafs
refit_kdop_hull(tree, parent, parent_leafs_begin, parent_leafs_end);
split_axis = get_largest_axis(parent->bv);
//Save split axis (this can be used on raytracing to speedup the query time)
parent->main_axis = split_axis / 2;
//Split the childs along the split_axis, note: its not needed to sort the whole leafs array
//Only to assure that the elements are partioned on a way that each child takes the elements
//it would take in case the whole array was sorted.
//Split_leafs takes care of that "sort" problem.
nth_positions[ 0] = parent_leafs_begin;
nth_positions[tree_type] = parent_leafs_end;
for(k = 1; k < tree_type; k++)
{
int child_index = j * tree_type + tree_offset + k;
int child_level_index = child_index - first_of_next_level; //child level index
nth_positions[k] = implicit_leafs_index(&data, depth+1, child_level_index);
}
split_leafs(leafs_array, nth_positions, tree_type, split_axis);
//Setup children and totnode counters
//Not really needed but currently most of BVH code relies on having an explicit children structure
for(k = 0; k < tree_type; k++)
{
int child_index = j * tree_type + tree_offset + k;
int child_level_index = child_index - first_of_next_level; //child level index
int child_leafs_begin = implicit_leafs_index(&data, depth+1, child_level_index);
int child_leafs_end = implicit_leafs_index(&data, depth+1, child_level_index+1);
if(child_leafs_end - child_leafs_begin > 1)
{
parent->children[k] = branches_array + child_index;
parent->children[k]->parent = parent;
}
else if(child_leafs_end - child_leafs_begin == 1)
{
parent->children[k] = leafs_array[ child_leafs_begin ];
parent->children[k]->parent = parent;
}
else
break;
parent->totnode = k+1;
}
}
}
}
/*
* BLI_bvhtree api
*/
BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
{
BVHTree *tree;
int numnodes, i;
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// theres not support for trees below binary-trees :P
if(tree_type < 2)
return NULL;
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if(tree_type > MAX_TREETYPE)
return NULL;
tree = (BVHTree *)MEM_callocN(sizeof(BVHTree), "BVHTree");
//tree epsilon must be >= FLT_EPSILON
//so that tangent rays can still hit a bounding volume..
//this bug would show up when casting a ray aligned with a kdop-axis and with an edge of 2 faces
epsilon = MAX2(FLT_EPSILON, epsilon);
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if(tree)
{
tree->epsilon = epsilon;
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tree->tree_type = tree_type;
tree->axis = axis;
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if(axis == 26)
{
tree->start_axis = 0;
tree->stop_axis = 13;
}
else if(axis == 18)
{
tree->start_axis = 7;
tree->stop_axis = 13;
}
else if(axis == 14)
{
tree->start_axis = 0;
tree->stop_axis = 7;
}
else if(axis == 8) // AABB
{
tree->start_axis = 0;
tree->stop_axis = 4;
}
else if(axis == 6) // OBB
{
tree->start_axis = 0;
tree->stop_axis = 3;
}
else
{
MEM_freeN(tree);
return NULL;
}
//Allocate arrays
numnodes = maxsize + implicit_needed_branches(tree_type, maxsize) + tree_type;
tree->nodes = (BVHNode **)MEM_callocN(sizeof(BVHNode *)*numnodes, "BVHNodes");
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if(!tree->nodes)
{
MEM_freeN(tree);
return NULL;
}
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tree->nodebv = (float*)MEM_callocN(sizeof(float)* axis * numnodes, "BVHNodeBV");
if(!tree->nodebv)
{
MEM_freeN(tree->nodes);
MEM_freeN(tree);
}
tree->nodechild = (BVHNode**)MEM_callocN(sizeof(BVHNode*) * tree_type * numnodes, "BVHNodeBV");
if(!tree->nodechild)
{
MEM_freeN(tree->nodebv);
MEM_freeN(tree->nodes);
MEM_freeN(tree);
}
tree->nodearray = (BVHNode *)MEM_callocN(sizeof(BVHNode)* numnodes, "BVHNodeArray");
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if(!tree->nodearray)
{
MEM_freeN(tree->nodechild);
MEM_freeN(tree->nodebv);
MEM_freeN(tree->nodes);
MEM_freeN(tree);
return NULL;
}
//link the dynamic bv and child links
for(i=0; i< numnodes; i++)
{
tree->nodearray[i].bv = tree->nodebv + i * axis;
tree->nodearray[i].children = tree->nodechild + i * tree_type;
}
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}
return tree;
}
void BLI_bvhtree_free(BVHTree *tree)
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{
if(tree)
{
MEM_freeN(tree->nodes);
MEM_freeN(tree->nodearray);
MEM_freeN(tree->nodebv);
MEM_freeN(tree->nodechild);
MEM_freeN(tree);
}
}
void BLI_bvhtree_balance(BVHTree *tree)
{
int i;
BVHNode* branches_array = tree->nodearray + tree->totleaf;
BVHNode** leafs_array = tree->nodes;
//This function should only be called once (some big bug goes here if its being called more than once per tree)
assert(tree->totbranch == 0);
//Build the implicit tree
non_recursive_bvh_div_nodes(tree, branches_array, leafs_array, tree->totleaf);
//current code expects the branches to be linked to the nodes array
//we perform that linkage here
tree->totbranch = implicit_needed_branches(tree->tree_type, tree->totleaf);
for(i = 0; i < tree->totbranch; i++)
tree->nodes[tree->totleaf + i] = branches_array + i;
build_skip_links(tree, tree->nodes[tree->totleaf], NULL, NULL);
//bvhtree_info(tree);
}
int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints)
{
int i;
BVHNode *node = NULL;
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// insert should only possible as long as tree->totbranch is 0
if(tree->totbranch > 0)
return 0;
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if(tree->totleaf+1 >= MEM_allocN_len(tree->nodes)/sizeof(*(tree->nodes)))
return 0;
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// TODO check if have enough nodes in array
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node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
tree->totleaf++;
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create_kdop_hull(tree, node, co, numpoints, 0);
node->index= index;
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// inflate the bv with some epsilon
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
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node->bv[(2 * i)] -= tree->epsilon; // minimum
node->bv[(2 * i) + 1] += tree->epsilon; // maximum
}
return 1;
}
// call before BLI_bvhtree_update_tree()
int BLI_bvhtree_update_node(BVHTree *tree, int index, float *co, float *co_moving, int numpoints)
{
int i;
BVHNode *node= NULL;
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// check if index exists
if(index > tree->totleaf)
return 0;
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node = tree->nodearray + index;
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create_kdop_hull(tree, node, co, numpoints, 0);
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if(co_moving)
create_kdop_hull(tree, node, co_moving, numpoints, 1);
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// inflate the bv with some epsilon
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
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node->bv[(2 * i)] -= tree->epsilon; // minimum
node->bv[(2 * i) + 1] += tree->epsilon; // maximum
}
return 1;
}
// call BLI_bvhtree_update_node() first for every node/point/triangle
void BLI_bvhtree_update_tree(BVHTree *tree)
{
//Update bottom=>top
//TRICKY: the way we build the tree all the childs have an index greater than the parent
//This allows us todo a bottom up update by starting on the biger numbered branch
BVHNode** root = tree->nodes + tree->totleaf;
BVHNode** index = tree->nodes + tree->totleaf + tree->totbranch-1;
for (; index >= root; index--)
node_join(tree, *index);
}
float BLI_bvhtree_getepsilon(BVHTree *tree)
{
return tree->epsilon;
}
/*
* BLI_bvhtree_overlap
*/
// overlap - is it possbile for 2 bv's to collide ?
static int tree_overlap(BVHNode *node1, BVHNode *node2, int start_axis, int stop_axis)
{
float *bv1 = node1->bv;
float *bv2 = node2->bv;
float *bv1_end = bv1 + (stop_axis<<1);
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bv1 += start_axis<<1;
bv2 += start_axis<<1;
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// test all axis if min + max overlap
for (; bv1 != bv1_end; bv1+=2, bv2+=2)
{
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if ((*(bv1) > *(bv2 + 1)) || (*(bv2) > *(bv1 + 1)))
return 0;
}
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return 1;
}
static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
{
int j;
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if(tree_overlap(node1, node2, data->start_axis, data->stop_axis))
{
// check if node1 is a leaf
if(!node1->totnode)
{
// check if node2 is a leaf
if(!node2->totnode)
{
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if(node1 == node2)
{
return;
}
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if(data->i >= data->max_overlap)
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{
// try to make alloc'ed memory bigger
data->overlap = realloc(data->overlap, sizeof(BVHTreeOverlap)*data->max_overlap*2);
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if(!data->overlap)
{
printf("Out of Memory in traverse\n");
return;
}
data->max_overlap *= 2;
}
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// both leafs, insert overlap!
data->overlap[data->i].indexA = node1->index;
data->overlap[data->i].indexB = node2->index;
data->i++;
}
else
{
for(j = 0; j < data->tree2->tree_type; j++)
{
if(node2->children[j])
traverse(data, node1, node2->children[j]);
}
}
}
else
{
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for(j = 0; j < data->tree2->tree_type; j++)
{
if(node1->children[j])
traverse(data, node1->children[j], node2);
}
}
}
return;
}
BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
{
int j, total = 0;
BVHTreeOverlap *overlap = NULL, *to = NULL;
BVHOverlapData **data;
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// check for compatibility of both trees (can't compare 14-DOP with 18-DOP)
if((tree1->axis != tree2->axis) && (tree1->axis == 14 || tree2->axis == 14) && (tree1->axis == 18 || tree2->axis == 18))
return 0;
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// fast check root nodes for collision before doing big splitting + traversal
if(!tree_overlap(tree1->nodes[tree1->totleaf], tree2->nodes[tree2->totleaf], MIN2(tree1->start_axis, tree2->start_axis), MIN2(tree1->stop_axis, tree2->stop_axis)))
return 0;
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data = MEM_callocN(sizeof(BVHOverlapData *)* tree1->tree_type, "BVHOverlapData_star");
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for(j = 0; j < tree1->tree_type; j++)
{
data[j] = (BVHOverlapData *)MEM_callocN(sizeof(BVHOverlapData), "BVHOverlapData");
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// init BVHOverlapData
data[j]->overlap = (BVHTreeOverlap *)malloc(sizeof(BVHTreeOverlap)*MAX2(tree1->totleaf, tree2->totleaf));
data[j]->tree1 = tree1;
data[j]->tree2 = tree2;
data[j]->max_overlap = MAX2(tree1->totleaf, tree2->totleaf);
data[j]->i = 0;
data[j]->start_axis = MIN2(tree1->start_axis, tree2->start_axis);
data[j]->stop_axis = MIN2(tree1->stop_axis, tree2->stop_axis );
}
#pragma omp parallel for private(j) schedule(static)
for(j = 0; j < MIN2(tree1->tree_type, tree1->nodes[tree1->totleaf]->totnode); j++)
{
traverse(data[j], tree1->nodes[tree1->totleaf]->children[j], tree2->nodes[tree2->totleaf]);
}
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for(j = 0; j < tree1->tree_type; j++)
total += data[j]->i;
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to = overlap = (BVHTreeOverlap *)MEM_callocN(sizeof(BVHTreeOverlap)*total, "BVHTreeOverlap");
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for(j = 0; j < tree1->tree_type; j++)
{
memcpy(to, data[j]->overlap, data[j]->i*sizeof(BVHTreeOverlap));
to+=data[j]->i;
}
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for(j = 0; j < tree1->tree_type; j++)
{
free(data[j]->overlap);
MEM_freeN(data[j]);
}
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MEM_freeN(data);
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(*result) = total;
return overlap;
}
/*
* Nearest neighbour - BLI_bvhtree_find_nearest
*/
static float squared_dist(const float *a, const float *b)
{
float tmp[3];
VECSUB(tmp, a, b);
return INPR(tmp, tmp);
}
//Determines the nearest point of the given node BV. Returns the squared distance to that point.
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static float calc_nearest_point(const float *proj, BVHNode *node, float *nearest)
{
int i;
const float *bv = node->bv;
//nearest on AABB hull
for(i=0; i != 3; i++, bv += 2)
{
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if(bv[0] > proj[i])
nearest[i] = bv[0];
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else if(bv[1] < proj[i])
nearest[i] = bv[1];
else
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nearest[i] = proj[i];
}
/*
//nearest on a general hull
VECCOPY(nearest, data->co);
for(i = data->tree->start_axis; i != data->tree->stop_axis; i++, bv+=2)
{
float proj = INPR( nearest, KDOP_AXES[i]);
float dl = bv[0] - proj;
float du = bv[1] - proj;
if(dl > 0)
{
VECADDFAC(nearest, nearest, KDOP_AXES[i], dl);
}
else if(du < 0)
{
VECADDFAC(nearest, nearest, KDOP_AXES[i], du);
}
}
*/
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return squared_dist(proj, nearest);
}
typedef struct NodeDistance
{
BVHNode *node;
float dist;
} NodeDistance;
#define NodeDistance_priority(a,b) ( (a).dist < (b).dist )
// TODO: use a priority queue to reduce the number of nodes looked on
static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
{
if(node->totnode == 0)
{
if(data->callback)
data->callback(data->userdata , node->index, data->co, &data->nearest);
else
{
data->nearest.index = node->index;
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data->nearest.dist = calc_nearest_point(data->proj, node, data->nearest.co);
}
}
else
{
//Better heuristic to pick the closest node to dive on
int i;
float nearest[3];
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if(data->proj[ node->main_axis ] <= node->children[0]->bv[node->main_axis*2+1])
{
for(i=0; i != node->totnode; i++)
{
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if( calc_nearest_point(data->proj, node->children[i], nearest) >= data->nearest.dist) continue;
dfs_find_nearest_dfs(data, node->children[i]);
}
}
else
{
for(i=node->totnode-1; i >= 0 ; i--)
{
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if( calc_nearest_point(data->proj, node->children[i], nearest) >= data->nearest.dist) continue;
dfs_find_nearest_dfs(data, node->children[i]);
}
}
}
}
static void dfs_find_nearest_begin(BVHNearestData *data, BVHNode *node)
{
float nearest[3], sdist;
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sdist = calc_nearest_point(data->proj, node, nearest);
if(sdist >= data->nearest.dist) return;
dfs_find_nearest_dfs(data, node);
}
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#if 0
static void NodeDistance_push_heap(NodeDistance *heap, int heap_size)
PUSH_HEAP_BODY(NodeDistance, NodeDistance_priority, heap, heap_size)
static void NodeDistance_pop_heap(NodeDistance *heap, int heap_size)
POP_HEAP_BODY(NodeDistance, NodeDistance_priority, heap, heap_size)
//NN function that uses an heap.. this functions leads to an optimal number of min-distance
//but for normal tri-faces and BV 6-dop.. a simple dfs with local heuristics (as implemented
//in source/blender/blenkernel/intern/shrinkwrap.c) works faster.
//
//It may make sense to use this function if the callback queries are very slow.. or if its impossible
//to get a nice heuristic
//
//this function uses "malloc/free" instead of the MEM_* because it intends to be openmp safe
static void bfs_find_nearest(BVHNearestData *data, BVHNode *node)
{
int i;
NodeDistance default_heap[DEFAULT_FIND_NEAREST_HEAP_SIZE];
NodeDistance *heap=default_heap, current;
int heap_size = 0, max_heap_size = sizeof(default_heap)/sizeof(default_heap[0]);
float nearest[3];
int callbacks = 0, push_heaps = 0;
if(node->totnode == 0)
{
dfs_find_nearest_dfs(data, node);
return;
}
current.node = node;
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current.dist = calc_nearest_point(data->proj, node, nearest);
while(current.dist < data->nearest.dist)
{
// printf("%f : %f\n", current.dist, data->nearest.dist);
for(i=0; i< current.node->totnode; i++)
{
BVHNode *child = current.node->children[i];
if(child->totnode == 0)
{
callbacks++;
dfs_find_nearest_dfs(data, child);
}
else
{
//adjust heap size
if(heap_size >= max_heap_size
&& ADJUST_MEMORY(default_heap, (void**)&heap, heap_size+1, &max_heap_size, sizeof(heap[0])) == FALSE)
{
printf("WARNING: bvh_find_nearest got out of memory\n");
if(heap != default_heap)
free(heap);
return;
}
heap[heap_size].node = current.node->children[i];
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heap[heap_size].dist = calc_nearest_point(data->proj, current.node->children[i], nearest);
if(heap[heap_size].dist >= data->nearest.dist) continue;
heap_size++;
NodeDistance_push_heap(heap, heap_size);
// PUSH_HEAP_BODY(NodeDistance, NodeDistance_priority, heap, heap_size);
push_heaps++;
}
}
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if(heap_size == 0) break;
current = heap[0];
NodeDistance_pop_heap(heap, heap_size);
// POP_HEAP_BODY(NodeDistance, NodeDistance_priority, heap, heap_size);
heap_size--;
}
// printf("hsize=%d, callbacks=%d, pushs=%d\n", heap_size, callbacks, push_heaps);
if(heap != default_heap)
free(heap);
}
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#endif
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int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata)
{
int i;
BVHNearestData data;
BVHNode* root = tree->nodes[tree->totleaf];
//init data to search
data.tree = tree;
data.co = co;
data.callback = callback;
data.userdata = userdata;
for(i = data.tree->start_axis; i != data.tree->stop_axis; i++)
{
data.proj[i] = INPR(data.co, KDOP_AXES[i]);
}
if(nearest)
{
memcpy( &data.nearest , nearest, sizeof(*nearest) );
}
else
{
data.nearest.index = -1;
data.nearest.dist = FLT_MAX;
}
//dfs search
if(root)
dfs_find_nearest_begin(&data, root);
//copy back results
if(nearest)
{
memcpy(nearest, &data.nearest, sizeof(*nearest));
}
return data.nearest.index;
}
/*
* Raycast - BLI_bvhtree_ray_cast
*
* raycast is done by performing a DFS on the BVHTree and saving the closest hit
*/
//Determines the distance that the ray must travel to hit the bounding volume of the given node
static float ray_nearest_hit(BVHRayCastData *data, float *bv)
{
int i;
float low = 0, upper = data->hit.dist;
for(i=0; i != 3; i++, bv += 2)
{
if(data->ray_dot_axis[i] == 0.0f)
{
//axis aligned ray
if(data->ray.origin[i] < bv[0] - data->ray.radius
|| data->ray.origin[i] > bv[1] + data->ray.radius)
return FLT_MAX;
}
else
{
float ll = (bv[0] - data->ray.radius - data->ray.origin[i]) / data->ray_dot_axis[i];
float lu = (bv[1] + data->ray.radius - data->ray.origin[i]) / data->ray_dot_axis[i];
if(data->ray_dot_axis[i] > 0.0f)
{
if(ll > low) low = ll;
if(lu < upper) upper = lu;
}
else
{
if(lu > low) low = lu;
if(ll < upper) upper = ll;
}
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if(low > upper) return FLT_MAX;
}
}
return low;
}
//Determines the distance that the ray must travel to hit the bounding volume of the given node
//Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe
//[http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9]
//
//TODO this doens't has data->ray.radius in consideration
static float fast_ray_nearest_hit(const BVHRayCastData *data, const BVHNode *node)
{
const float *bv = node->bv;
float dist;
float t1x = (bv[data->index[0]] - data->ray.origin[0]) * data->idot_axis[0];
float t2x = (bv[data->index[1]] - data->ray.origin[0]) * data->idot_axis[0];
float t1y = (bv[data->index[2]] - data->ray.origin[1]) * data->idot_axis[1];
float t2y = (bv[data->index[3]] - data->ray.origin[1]) * data->idot_axis[1];
float t1z = (bv[data->index[4]] - data->ray.origin[2]) * data->idot_axis[2];
float t2z = (bv[data->index[5]] - data->ray.origin[2]) * data->idot_axis[2];
if(t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return FLT_MAX;
if(t2x < 0.0 || t2y < 0.0 || t2z < 0.0) return FLT_MAX;
if(t1x > data->hit.dist || t1y > data->hit.dist || t1z > data->hit.dist) return FLT_MAX;
dist = t1x;
if (t1y > dist) dist = t1y;
if (t1z > dist) dist = t1z;
return dist;
}
static void dfs_raycast(BVHRayCastData *data, BVHNode *node)
{
int i;
//ray-bv is really fast.. and simple tests revealed its worth to test it
//before calling the ray-primitive functions
/* XXX: temporary solution for particles untill fast_ray_nearest_hit supports ray.radius */
float dist = (data->ray.radius > 0.0f) ? ray_nearest_hit(data, node->bv) : fast_ray_nearest_hit(data, node);
if(dist >= data->hit.dist) return;
if(node->totnode == 0)
{
if(data->callback)
data->callback(data->userdata, node->index, &data->ray, &data->hit);
else
{
data->hit.index = node->index;
data->hit.dist = dist;
VECADDFAC(data->hit.co, data->ray.origin, data->ray.direction, dist);
}
}
else
{
//pick loop direction to dive into the tree (based on ray direction and split axis)
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if(data->ray_dot_axis[ (int)node->main_axis ] > 0.0f)
{
for(i=0; i != node->totnode; i++)
{
dfs_raycast(data, node->children[i]);
}
}
else
{
for(i=node->totnode-1; i >= 0; i--)
{
dfs_raycast(data, node->children[i]);
}
}
}
}
#if 0
static void iterative_raycast(BVHRayCastData *data, BVHNode *node)
{
while(node)
{
float dist = fast_ray_nearest_hit(data, node);
if(dist >= data->hit.dist)
{
node = node->skip[1];
continue;
}
if(node->totnode == 0)
{
if(data->callback)
data->callback(data->userdata, node->index, &data->ray, &data->hit);
else
{
data->hit.index = node->index;
data->hit.dist = dist;
VECADDFAC(data->hit.co, data->ray.origin, data->ray.direction, dist);
}
node = node->skip[1];
}
else
{
node = node->children[0];
}
}
}
#endif
int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata)
{
int i;
BVHRayCastData data;
BVHNode * root = tree->nodes[tree->totleaf];
data.tree = tree;
data.callback = callback;
data.userdata = userdata;
VECCOPY(data.ray.origin, co);
VECCOPY(data.ray.direction, dir);
data.ray.radius = radius;
normalize_v3(data.ray.direction);
for(i=0; i<3; i++)
{
data.ray_dot_axis[i] = INPR( data.ray.direction, KDOP_AXES[i]);
data.idot_axis[i] = 1.0f / data.ray_dot_axis[i];
if(fabs(data.ray_dot_axis[i]) < FLT_EPSILON)
{
data.ray_dot_axis[i] = 0.0;
}
data.index[2*i] = data.idot_axis[i] < 0.0 ? 1 : 0;
data.index[2*i+1] = 1 - data.index[2*i];
data.index[2*i] += 2*i;
data.index[2*i+1] += 2*i;
}
if(hit)
memcpy( &data.hit, hit, sizeof(*hit) );
else
{
data.hit.index = -1;
data.hit.dist = FLT_MAX;
}
if(root)
{
dfs_raycast(&data, root);
// iterative_raycast(&data, root);
}
if(hit)
memcpy( hit, &data.hit, sizeof(*hit) );
return data.hit.index;
}
float BLI_bvhtree_bb_raycast(float *bv, float *light_start, float *light_end, float *pos)
{
BVHRayCastData data;
float dist = 0.0;
data.hit.dist = FLT_MAX;
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// get light direction
data.ray.direction[0] = light_end[0] - light_start[0];
data.ray.direction[1] = light_end[1] - light_start[1];
data.ray.direction[2] = light_end[2] - light_start[2];
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data.ray.radius = 0.0;
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data.ray.origin[0] = light_start[0];
data.ray.origin[1] = light_start[1];
data.ray.origin[2] = light_start[2];
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normalize_v3(data.ray.direction);
VECCOPY(data.ray_dot_axis, data.ray.direction);
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dist = ray_nearest_hit(&data, bv);
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if(dist > 0.0)
{
VECADDFAC(pos, light_start, data.ray.direction, dist);
}
return dist;
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}
/*
* Range Query - as request by broken :P
*
* Allocs and fills an array with the indexs of node that are on the given spherical range (center, radius)
* Returns the size of the array.
*/
typedef struct RangeQueryData
{
BVHTree *tree;
const float *center;
float radius; //squared radius
int hits;
BVHTree_RangeQuery callback;
void *userdata;
} RangeQueryData;
static void dfs_range_query(RangeQueryData *data, BVHNode *node)
{
if(node->totnode == 0)
{
//Calculate the node min-coords (if the node was a point then this is the point coordinates)
float co[3];
co[0] = node->bv[0];
co[1] = node->bv[2];
co[2] = node->bv[4];
}
else
{
int i;
for(i=0; i != node->totnode; i++)
{
float nearest[3];
float dist = calc_nearest_point(data->center, node->children[i], nearest);
if(dist < data->radius)
{
//Its a leaf.. call the callback
if(node->children[i]->totnode == 0)
{
data->hits++;
data->callback( data->userdata, node->children[i]->index, dist );
}
else
dfs_range_query( data, node->children[i] );
}
}
}
}
int BLI_bvhtree_range_query(BVHTree *tree, const float *co, float radius, BVHTree_RangeQuery callback, void *userdata)
{
BVHNode * root = tree->nodes[tree->totleaf];
RangeQueryData data;
data.tree = tree;
data.center = co;
data.radius = radius*radius;
data.hits = 0;
data.callback = callback;
data.userdata = userdata;
if(root != NULL)
{
float nearest[3];
float dist = calc_nearest_point(data.center, root, nearest);
if(dist < data.radius)
{
//Its a leaf.. call the callback
if(root->totnode == 0)
{
data.hits++;
data.callback( data.userdata, root->index, dist );
}
else
dfs_range_query( &data, root );
}
}
return data.hits;
}