1 | // This file has been written by Jiri Bittner, October 2006
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2 |
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3 | #ifndef __BVH_H
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4 | #define __BVH_H
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5 |
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6 | #include "common.h"
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7 | #include "Vector3.h"
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8 | #include "AxisAlignedBox3.h"
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9 | //#include "SceneEntity.h"
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10 |
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11 |
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12 | namespace CHCDemoEngine
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13 | {
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14 |
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15 | ////////
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16 | //-- Forward declarations
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17 |
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18 | class SceneEntity;
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19 | class Camera;
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20 | class RenderState;
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21 |
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22 |
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23 | /** A node in the bv hierarchy.
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24 | */
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25 | class BvhNode
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26 | {
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27 | friend class Bvh;
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28 | friend class BvhLoader;
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29 | friend class mygreaterdistance;
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30 |
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31 | public:
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32 |
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33 | /** visibility related options
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34 | */
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35 | struct VisibilityInfo
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36 | {
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37 | VisibilityInfo() { Reset(); }
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38 | /** Reset the visibility info.
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39 | */
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40 | void Reset();
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41 |
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42 | /// if the node is visible
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43 | bool mIsVisible;
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44 | /// frame id until this node is assumed to stay visible
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45 | int mAssumedVisibleFrameId;
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46 | /// the frame when this node was last touched during traversal
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47 | int mLastVisitedFrame;
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48 | /// #times this node was invisible (only valid if the node actually is invisible)
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49 | int mTimesInvisible;
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50 | /// if the node is view frustum culled
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51 | bool mIsFrustumCulled;
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52 | /// if the node is newly processed with no prior history available
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53 | bool mIsNew;
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54 | };
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55 |
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56 | /** Constructor taking the parent node.
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57 | */
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58 | BvhNode(BvhNode *parent);
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59 | /** Returns true if this node is a leaf.
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60 | */
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61 | //virtual bool IsPseudoLeaf() = 0;
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62 | /** Virtual destructor doing nothing.
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63 | */
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64 | virtual ~BvhNode();
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65 | /** Returns unique id for this node.
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66 | */
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67 | //inline int GetId() {return mId;}
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68 | /** Depth of this node in the tree.
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69 | */
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70 | inline int GetDepth() const {return mDepth;}
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71 | /** Returns parent of this bvh node, NULL if it is root.
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72 | */
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73 | inline BvhNode *GetParent() {return mParent;}
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74 | /** Number of leaves in the subtree induced by this node.
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75 | */
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76 | inline int GetNumLeaves() const {return mNumLeaves;}
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77 | /** Reset the status of this node.
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78 | */
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79 | virtual void ResetVisibility();
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80 |
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81 | virtual bool IsLeaf() const = 0;
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82 |
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83 | bool IsVirtualLeaf() const { return mIsVirtualLeaf; }
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84 |
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85 |
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86 | ////////////////
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87 | //-- visibility culling related functions
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88 |
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89 | inline int GetLastVisitedFrame() const;
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90 |
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91 | inline void SetLastVisitedFrame(int lastVisited);
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92 | /** If this node is considered visible.
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93 | */
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94 | inline bool IsVisible() const;
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95 | /** Set visibility flag of the node.
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96 | */
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97 | inline void SetVisible(bool visible);
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98 | /** The frame id until this node is assumed visible
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99 | */
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100 | inline void SetAssumedVisibleFrameId(int t);
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101 | /** See set.
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102 | */
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103 | inline int GetAssumedVisibleFrameId() const;
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104 | /** Increases the #times this node was
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105 | successfully tested invisible.
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106 | */
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107 | inline void IncTimesTestedInvisible();
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108 |
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109 | inline int GetTimesTestedInvisible() const;
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110 | inline void SetTimesTestedInvisible(int t);
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111 |
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112 | inline int GetTurnedVisibleFrame() const;
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113 | inline void SetTurnedVisibleFrame(int turnedVisibleFrame);
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114 |
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115 | inline int GetLastTestedFrame();
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116 | inline void SetLastTestedFrame(int lastTested);
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117 |
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118 | inline bool IsViewFrustumCulled() const;
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119 | inline void SetViewFrustumCulled(bool frustumCulled);
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120 |
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121 | inline bool IsNew() const;
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122 | inline void SetIsNew(bool isNew);
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123 |
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124 |
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125 | /** Returns the bounding box of this node.
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126 | */
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127 | inline const AxisAlignedBox3 &GetBox() { return mBox; }
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128 | /** Return index of this node.
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129 | */
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130 | inline int GetId() const { return mId; }
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131 | /** See get
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132 | */
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133 | inline void SetId(int id) { mId = id; }
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134 |
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135 |
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136 | //////////
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137 | //-- rendering
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138 |
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139 | /** Returns the frame in which this node was last rendered.
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140 | */
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141 | inline int GetLastRenderedFrame() const;
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142 | /** See get.
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143 | */
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144 | inline void SetLastRenderedFrame(int lastRenderedFrame);
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145 | /** Does this node contain renderable geometry?
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146 | */
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147 | inline bool Empty() const;
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148 | /** Counts #geometry stored in the subtree.
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149 | */
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150 | inline int CountPrimitives() const;
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151 |
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152 |
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153 | protected:
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154 |
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155 | /////////////
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156 |
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157 | /// some flags
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158 | //int mFlags;
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159 | /// the depth of this node
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160 | unsigned char mDepth;
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161 | /// the split axis
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162 | char mAxis;
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163 | /// the parent node
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164 | BvhNode *mParent;
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165 | /// stores the visibility related info
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166 | VisibilityInfo mVisibility;
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167 |
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168 | /////////
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169 | // used for view frustum culling
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170 |
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171 | int mPlaneMask;
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172 | int mPreferredPlane;
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173 |
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174 |
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175 | ////////////
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176 | //-- rendering related options
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177 |
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178 | /// when the node was last rendered
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179 | int mLastRenderedFrame;
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180 | /// #leaves under this node
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181 | int mNumLeaves;
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182 |
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183 | // Indices to first and last triangle in the triangle array
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184 | // assumes the triangle are placed in continuous chunk of memory
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185 | // however this need not be a global array!
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186 |
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187 | /// the index of the first triangle
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188 | int mFirst;
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189 | /// the index of the last triangle
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190 | int mLast;
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191 |
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192 | /// the bounding boxes of these nodes are queries instead of the current node
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193 | int mTestNodesIdx;
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194 | /// the number of tighter bounding volumes used for this node
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195 | int mNumTestNodes;
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196 | /// used for efficient element array rendering
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197 | int mIndicesPtr;
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198 |
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199 | /// Area of this node
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200 | float mArea;
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201 | /// distance to the camera
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202 | float mDistance;
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203 | /// the index of this node
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204 | unsigned int mId;
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205 | /// the bounding box
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206 | AxisAlignedBox3 mBox;
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207 | /// if this node is a virtual leaf
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208 | bool mIsVirtualLeaf;
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209 | /** This marks the maximal depth where a virtual leaf can be defined.
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210 | From this point on it makes no sense to traverse down further, as all
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211 | nodes below contain the same geometry, so no further refinement of visibility
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212 | can be archieved. All nodes below this point can merely used to define the
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213 | tighter bounds.
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214 | */
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215 | bool mIsMaxDepthForVirtualLeaf;
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216 | };
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217 |
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218 |
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219 | /////////////////
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220 | //-- public inline functions
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221 |
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222 | int BvhNode::GetLastVisitedFrame() const
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223 | {
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224 | return mVisibility.mLastVisitedFrame;
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225 | }
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226 |
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227 |
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228 | void BvhNode::SetLastVisitedFrame(const int lastVisited)
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229 | {
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230 | mVisibility.mLastVisitedFrame = lastVisited;
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231 | }
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232 |
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233 |
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234 | bool BvhNode::IsVisible() const
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235 | {
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236 | return mVisibility.mIsVisible;
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237 | }
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238 |
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239 |
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240 | void BvhNode::SetVisible(bool visible)
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241 | {
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242 | mVisibility.mIsVisible = visible;
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243 | }
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244 |
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245 |
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246 | void BvhNode::IncTimesTestedInvisible()
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247 | {
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248 | ++ mVisibility.mTimesInvisible;
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249 | }
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250 |
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251 |
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252 | int BvhNode::GetTimesTestedInvisible() const
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253 | {
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254 | return mVisibility.mTimesInvisible;
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255 | }
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256 |
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257 |
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258 | void BvhNode::SetTimesTestedInvisible(int t)
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259 | {
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260 | mVisibility.mTimesInvisible = t;
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261 | }
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262 |
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263 |
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264 | bool BvhNode::IsViewFrustumCulled() const
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265 | {
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266 | return mVisibility.mIsFrustumCulled;
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267 | }
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268 |
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269 |
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270 | void BvhNode::SetViewFrustumCulled(const bool frustumCulled)
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271 | {
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272 | mVisibility.mIsFrustumCulled = frustumCulled;
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273 | }
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274 |
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275 |
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276 | bool BvhNode::IsNew() const
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277 | {
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278 | return mVisibility.mIsNew;
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279 | }
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280 |
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281 |
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282 | void BvhNode::SetIsNew(const bool isNew)
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283 | {
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284 | mVisibility.mIsNew = isNew;
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285 | }
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286 |
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287 |
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288 | int BvhNode::GetLastRenderedFrame() const
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289 | {
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290 | return mLastRenderedFrame;
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291 | }
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292 |
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293 |
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294 | void BvhNode::SetLastRenderedFrame(int lastRenderedFrame)
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295 | {
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296 | mLastRenderedFrame = lastRenderedFrame;
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297 | }
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298 |
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299 |
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300 | bool BvhNode::Empty() const
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301 | {
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302 | return mFirst == -1;
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303 | }
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304 |
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305 |
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306 | int BvhNode::CountPrimitives() const
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307 | {
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308 | return mLast - mFirst + 1;
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309 | }
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310 |
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311 |
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312 | void BvhNode::SetAssumedVisibleFrameId(int t)
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313 | {
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314 | mVisibility.mAssumedVisibleFrameId = t;
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315 | }
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316 |
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317 |
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318 | int BvhNode::GetAssumedVisibleFrameId() const
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319 | {
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320 | return mVisibility.mAssumedVisibleFrameId;
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321 | }
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322 |
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323 |
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324 | /** Internal node of the bv hierarchy.
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325 | */
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326 | class BvhInterior: public BvhNode
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327 | {
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328 | friend class Bvh;
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329 | friend class BvhLoader;
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330 |
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331 | public:
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332 |
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333 | BvhInterior(BvhNode *parent): mBack(NULL), mFront(NULL), BvhNode(parent)
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334 | {}
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335 | virtual bool IsLeaf() const { return false; }
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336 | /** Back child.
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337 | */
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338 | inline BvhNode *GetBack() { return mBack; }
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339 | /** Front child.
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340 | */
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341 | inline BvhNode *GetFront() { return mFront; }
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342 | /** Recursivly delete hierarchy.
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343 | */
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344 | virtual ~BvhInterior();
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345 |
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346 | protected:
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347 |
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348 | BvhNode *mBack;
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349 | BvhNode *mFront;
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350 | };
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351 |
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352 |
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353 | class BvhLeaf: public BvhNode
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354 | {
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355 | friend class Bvh;
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356 | friend class BvhLoader;
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357 |
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358 | public:
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359 |
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360 | BvhLeaf(BvhNode *parent): BvhNode(parent)
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361 | {}
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362 |
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363 | ~BvhLeaf();
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364 |
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365 | virtual bool IsLeaf() const { return true; }
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366 | };
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367 |
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368 |
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369 | /** This class implements the compare operator for the priority queue.
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370 | a lower distance has a higher value in the queue
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371 | */
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372 | class mygreaterdistance
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373 | {
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374 | public:
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375 | bool operator() (BvhNode *v1, BvhNode *v2) const
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376 | {
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377 | return (v1->mDistance > v2->mDistance);
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378 | }
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379 | };
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380 |
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381 | typedef std::priority_queue<BvhNode *, std::vector<BvhNode *>, mygreaterdistance> TraversalQueue;
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382 |
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383 |
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384 | /** Class representing a bounding volume hierarchy.
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385 | */
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386 | class Bvh
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387 | {
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388 | friend class BvhLoader;
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389 |
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390 | /** Bvh properties
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391 | */
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392 | struct BvhStats
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393 | {
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394 | BvhStats():
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395 | mInteriorSA(0),
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396 | mLeafSA(0),
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397 | mInteriorVol(0),
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398 | mLeafVol(0),
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399 | mTriangles(0),
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400 | mTriangleRatio(0),
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401 | mGeometryRatio(0),
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402 | mMaxGeometry(0),
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403 | mMaxTriangles(0)
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404 | {}
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405 |
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406 | float mInteriorSA;
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407 | float mLeafSA;
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408 | float mInteriorVol;
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409 | float mLeafVol;
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410 |
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411 | int mTriangles;
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412 |
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413 | float mTriangleRatio;
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414 | float mGeometryRatio;
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415 |
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416 | int mMaxGeometry;
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417 | int mMaxTriangles;
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418 | };
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419 |
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420 | public:
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421 |
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422 | /** Destructor.
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423 | */
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424 | ~Bvh();
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425 | /** Returns number of bvh nodes.
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426 | */
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427 | inline int GetNumNodes() const { return mNumNodes; }
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428 | /** Returns number of bvh leaves.
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429 | */
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430 | inline int GetNumLeaves() const { return mNumNodes / 2 + 1;}
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431 | /** Returns root node of the bvh.
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432 | */
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433 | BvhNode *GetRoot() { return mRoot; }
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434 | /** Sets the scene camera
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435 | */
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436 | void SetCamera(Camera * camera) { mCamera = camera; }
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437 |
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438 | ///////////////
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439 | //-- functions collecting nodes based on some criteria
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440 |
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441 | void CollectNodes(BvhNode *node, BvhNodeContainer &nodes, int depth);
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442 | void CollectNodes(BvhNode *node, BvhNodeContainer &nodes);
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443 | void CollectLeaves(BvhNode *node, BvhLeafContainer &leaves);
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444 | /** Collect only the virtual leaves.
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445 | */
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446 | void CollectVirtualLeaves(BvhNode *node, BvhNodeContainer &leaves);
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447 |
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448 |
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449 | //////////////////////
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450 |
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451 | /** Returns geometry by reference (faster).
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452 | */
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453 | SceneEntity **GetGeometry(BvhNode *node, int &size);
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454 |
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455 |
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456 | /////////////
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457 | //-- Rendering related options
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458 |
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459 | /** Renders the bounds of this node
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460 | (the box of the node or the tigher bounds of some subnodes).
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461 | */
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462 | void RenderBounds(BvhNode *node, RenderState *state, bool useTightBounds);
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463 | /** Renders bounding boxes of the collection of nodes.
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464 | @returns #rendered boxes
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465 | */
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466 | int RenderBounds(const BvhNodeContainer &nodes, RenderState *state, bool useTightBounds);
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467 | /** Returns the bounding box of this bvh.
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468 | */
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469 | inline const AxisAlignedBox3 &GetBox() { return mBox; }
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470 |
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471 |
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472 | //////////////
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473 | //-- Traversal related options
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474 |
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475 | /** Pulls up visible classification.
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476 | */
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477 | void MakeParentsVisible(BvhNode *node);
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478 | /** Does the view frustum culling for this node with respect to the previous culls
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479 | @returns: 0 if completely outside, 1 if completely inside, -1 if intersecting (partly inside),
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480 | */
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481 | int IsWithinViewFrustum(BvhNode *node);
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482 | /** Sets frame dependent values
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483 | */
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484 | void InitFrame();
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485 | /** This gives the orthogonal distance from the viewpoint to the nearest bounding box vertex
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486 | note that negative values can appear because culling is done only afterwards
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487 | */
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488 | void CalcDistance(BvhNode *node) const;
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489 | /** Returns the stored distance.
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490 | */
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491 | float GetDistance(BvhNode *node) const { return node->mDistance; }
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492 | /** Pulls up the last visited classification in the bvh.
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493 | */
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494 | void PullUpLastVisited(BvhNode *node, int frameId) const;
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495 | /** Resets the node classifications in the tree.
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496 | */
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497 | void ResetNodeClassifications();
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498 | /** Helper function that renders the bounding boxes of the leaves as
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499 | wireframes for visualization purpose.
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500 | */
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501 | //void RenderBoundingBoxesForViz(int mode);
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502 | /** Count triangles the node contains.
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503 | */
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504 | int CountTriangles(BvhNode *node) const;
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505 | /** Returns area of the the node.
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506 | */
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507 | float GetArea(BvhNode *node) const;
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508 | /** Compute unique ids for the nodes.
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509 | */
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510 | void ComputeIds();
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511 | /** Assign virtual leaves based on specified number of triangles per leaf.
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512 | */
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513 | void SetVirtualLeaves(int numTriangles);
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514 |
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515 |
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516 | ////////
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517 | //-- functions influencing tighter bounds
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518 |
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519 |
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520 | /** Sets maximal depth for taking the bounding boxes to test the
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521 | visibility of a node.
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522 | Deeper => the bounds adapt more to the geometry.
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523 | */
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524 | void SetMaxDepthForTestingChildren(int maxDepth);
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525 |
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526 | void SetAreaRatioThresholdForTestingChildren(float ratio);
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527 |
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528 | /** Returns stats.
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529 | */
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530 | const BvhStats &GetBvhStats() const { return mBvhStats; }
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531 | /** Returns number of 'virtual' nodes in the hierarchy, i.e.
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532 | the number of nodes actually used for traversal.
|
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533 | */
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534 | int GetNumVirtualNodes() const { return mNumVirtualNodes; }
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535 | /** Render wireframe bvh for visualization purpose.
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536 | */
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---|
537 | void RenderBoundsForViz(BvhNode *node, bool useTightBounds);
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538 |
|
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539 |
|
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540 | protected:
|
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541 |
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542 | ////////////////////
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543 |
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544 | /** protected constructor: do nothing.
|
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545 | */
|
---|
546 | Bvh();
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---|
547 | /** Protected constructor taking scene geometry into account
|
---|
548 | */
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---|
549 | const Bvh(const SceneEntityContainer &entities);
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---|
550 | /** Called by the constructor. Initializes important members.
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---|
551 | */
|
---|
552 | void Init();
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---|
553 |
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---|
554 | /////////////
|
---|
555 |
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---|
556 | void ComputeBvhStats();
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---|
557 | void PrintBvhStats() const;
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---|
558 |
|
---|
559 |
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560 | //////////
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561 | //-- Helper methods for bounding box rendering in immediate and vbo mode.
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562 |
|
---|
563 | void PrepareVertices();
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---|
564 |
|
---|
565 | int PrepareBoundsWithDrawArrays(const BvhNodeContainer &nodes);
|
---|
566 | void RenderBoundsWithDrawArrays(int numNodes, RenderState *state);
|
---|
567 |
|
---|
568 | /** Create the indices that each node needs to use vbo rendering.
|
---|
569 | */
|
---|
570 | void CreateIndices();
|
---|
571 | /** Create the list of nodes whose bounding boxes are tested instead of the
|
---|
572 | bounding box of the node itself.
|
---|
573 | */
|
---|
574 | bool CreateNodeRenderList(BvhNode *node);
|
---|
575 | /** Recursivly updates indices so we can
|
---|
576 | render also interior nodes without traversing hierarchy
|
---|
577 | */
|
---|
578 | void UpdateInteriors(BvhNode *node);
|
---|
579 | /** Recomputes the boundaries of the nodes.
|
---|
580 | This function is always called if some boundary options are changed.
|
---|
581 | */
|
---|
582 | void RecomputeBounds();
|
---|
583 | /** Does some postprocessing on the nodes.
|
---|
584 | */
|
---|
585 | void PostProcess();
|
---|
586 | /** Helper method that updates the number of leaves in the subtree under
|
---|
587 | this node.
|
---|
588 | */
|
---|
589 | void UpdateNumLeaves(BvhNode *node) const;
|
---|
590 | /** Frustum tests the ith plane.
|
---|
591 | */
|
---|
592 | inline bool TestPlane(BvhNode *node, int i, bool &bIntersect);
|
---|
593 | /** Renders a bounding box in immediate mode.
|
---|
594 | */
|
---|
595 | void RenderBoundingBoxImmediate(const AxisAlignedBox3 &box);
|
---|
596 |
|
---|
597 |
|
---|
598 |
|
---|
599 | ////////////////////////
|
---|
600 |
|
---|
601 | /// the root of the hierarchy
|
---|
602 | BvhNode *mRoot;
|
---|
603 | /// pointers to the geometry associated with this node
|
---|
604 | SceneEntity **mGeometry;
|
---|
605 | /// #of entities
|
---|
606 | size_t mGeometrySize;
|
---|
607 |
|
---|
608 |
|
---|
609 | ////////////////
|
---|
610 |
|
---|
611 | /// the current camera
|
---|
612 | Camera *mCamera;
|
---|
613 | /// a vertex array used if working with indexed arrays (without vbo)
|
---|
614 | Vector3 *mVertices;
|
---|
615 | /// indices used for draw array rendering
|
---|
616 | unsigned int *mIndices;
|
---|
617 |
|
---|
618 | /** maximal depth from which children are fetched for
|
---|
619 | testing instead of the current node
|
---|
620 | */
|
---|
621 | int mMaxDepthForTestingChildren;
|
---|
622 |
|
---|
623 | float mAreaRatioThreshold;
|
---|
624 |
|
---|
625 |
|
---|
626 | BvhStats mBvhStats;
|
---|
627 |
|
---|
628 | BvhNodeContainer mTestNodes;
|
---|
629 |
|
---|
630 | unsigned int *mTestIndices;
|
---|
631 | /// a pointer to the end of the indices array
|
---|
632 | int mCurrentIndicesPtr;
|
---|
633 |
|
---|
634 | int mNumNodes;
|
---|
635 |
|
---|
636 | /// the bounding box
|
---|
637 | AxisAlignedBox3 mBox;
|
---|
638 |
|
---|
639 | int mNumVirtualNodes;
|
---|
640 |
|
---|
641 | //////////////
|
---|
642 |
|
---|
643 | unsigned int mVboId;
|
---|
644 | };
|
---|
645 |
|
---|
646 | }
|
---|
647 |
|
---|
648 | #endif // __BVH_H |
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