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 | // the number of visibility states
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16 | #define NUM_STATES 2
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17 |
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18 | ////////
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19 | //-- Forward declarations
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20 |
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21 | class SceneEntity;
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22 | class Camera;
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23 | class RenderState;
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24 |
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25 |
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26 | /** A node in the bv hierarchy.
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27 | */
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28 | class BvhNode
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29 | {
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30 | friend class Bvh;
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31 | friend class BvhLoader;
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32 | friend class mygreaterdistance;
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33 |
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34 | public:
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35 |
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36 | /** visibility related options
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37 | */
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38 | struct VisibilityInfo
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39 | {
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40 | VisibilityInfo() { Reset(); }
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41 | /** Reset the visibility info.
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42 | */
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43 | void Reset();
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44 |
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45 | /// if the node is visible
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46 | bool mIsVisible;
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47 | /// frame id until this node is assumed to stay visible
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48 | int mAssumedVisibleFrameId;
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49 | /// the frame when this node was last touched during traversal
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50 | int mLastVisitedFrame;
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51 | /// #times this node was invisible (only valid if the node actually is invisible)
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52 | int mTimesInvisible;
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53 | /// if the node is view frustum culled
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54 | bool mIsFrustumCulled;
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55 | /// if the node is newly processed with no prior history available
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56 | bool mIsNew;
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57 | /// the frame this node was last queried
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58 | int mLastQueriedFrame;
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59 | };
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60 |
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61 | /** Constructor taking the parent node.
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62 | */
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63 | BvhNode(BvhNode *parent);
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64 | /** Returns true if this node is a leaf.
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65 | */
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66 | //virtual bool IsPseudoLeaf() = 0;
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67 | /** Virtual destructor doing nothing.
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68 | */
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69 | virtual ~BvhNode();
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70 | /** Depth of this node in the tree.
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71 | */
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72 | inline int GetDepth() const {return mDepth;}
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73 | /** Returns parent of this bvh node, NULL if it is root.
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74 | */
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75 | inline BvhNode *GetParent() {return mParent;}
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76 | /** Number of leaves in the subtree induced by this node.
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77 | */
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78 | inline int GetNumLeaves() const {return mNumLeaves;}
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79 | /** Reset the status of this node.
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80 | */
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81 | virtual void ResetVisibility();
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82 |
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83 | virtual bool IsLeaf() const = 0;
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84 |
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85 | bool IsVirtualLeaf() const { return mIsVirtualLeaf; }
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86 |
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87 |
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88 | ////////////////
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89 | //-- visibility culling related functions
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90 |
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91 | inline int GetLastVisitedFrame() const;
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92 |
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93 | inline void SetLastVisitedFrame(int lastVisited);
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94 | /** If this node is considered visible.
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95 | */
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96 | inline bool IsVisible() const;
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97 | /** Set visibility flag of the node.
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98 | */
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99 | inline void SetVisible(bool visible);
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100 | /** The frame id until this node is assumed visible
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101 | */
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102 | inline void SetAssumedVisibleFrameId(int t);
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103 | /** See set.
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104 | */
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105 | inline int GetAssumedVisibleFrameId() const;
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106 | /** Increases the #times this node was
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107 | successfully tested invisible.
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108 | */
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109 | inline void IncTimesTestedInvisible();
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110 |
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111 | inline int GetTimesTestedInvisible() const;
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112 | inline void SetTimesTestedInvisible(int t);
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113 |
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114 | inline int GetTurnedVisibleFrame() const;
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115 | inline void SetTurnedVisibleFrame(int turnedVisibleFrame);
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116 |
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117 | inline int GetLastQueriedFrame() const;
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118 | inline void SetLastQueriedFrame(int lastTested);
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119 |
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120 | inline bool IsViewFrustumCulled() const;
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121 | inline void SetViewFrustumCulled(bool frustumCulled);
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122 |
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123 | inline bool IsNew() const;
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124 | inline void SetIsNew(bool isNew);
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125 |
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126 |
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127 | /** Returns the bounding box of this node.
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128 | */
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129 | inline const AxisAlignedBox3 &GetBox() { return mBox; }
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130 | /** Return index of this node.
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131 | */
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132 | inline int GetId() const { return mId; }
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133 | /** See get
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134 | */
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135 | inline void SetId(int id) { mId = id; }
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136 |
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137 |
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138 | //////////
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139 | //-- rendering
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140 |
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141 | /** Returns the frame in which this node was last rendered.
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142 | */
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143 | inline int GetLastRenderedFrame() const;
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144 | /** See get.
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145 | */
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146 | inline void SetLastRenderedFrame(int lastRenderedFrame);
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147 | /** Does this node contain renderable geometry?
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148 | */
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149 | inline bool Empty() const;
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150 | /** Counts #geometry stored in the subtree.
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151 | */
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152 | inline int CountPrimitives() const;
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153 |
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154 | static void SetCurrentState(int _state) { sCurrentState = _state; }
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155 |
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156 |
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157 | protected:
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158 |
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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 |
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166 |
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167 | //////////////
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168 | //-- members that define the current state
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169 |
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170 | /// stores the visibility related info
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171 | VisibilityInfo mVisibility[NUM_STATES];
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172 |
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173 | /// used for view frustum culling
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174 | int mPlaneMask[NUM_STATES];
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175 | int mPreferredPlane[NUM_STATES];
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176 |
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177 | /// when the node was last rendered
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178 | int mLastRenderedFrame[NUM_STATES];
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179 |
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180 |
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181 | // the current state
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182 | static int sCurrentState;
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183 |
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184 |
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185 | ////////////////////
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186 |
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187 |
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188 | /// #leaves under this node
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189 | int mNumLeaves;
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190 |
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191 |
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192 | ////////////
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193 | //-- rendering related options
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194 |
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195 |
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196 | // Indices to first and last triangle in the triangle array
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197 | // assumes the triangle are placed in continuous chunk of memory
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198 | // however this need not be a global array!
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199 |
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200 | /// the index of the first triangle
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201 | int mFirst;
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202 | /// the index of the last triangle
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203 | int mLast;
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204 |
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205 | /// the bounding boxes of these nodes are queries instead of the current node
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206 | int mTestNodesIdx;
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207 | /// the number of tighter bounding volumes used for this node
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208 | int mNumTestNodes;
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209 | /// used for efficient element array rendering
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210 | int mIndicesPtr;
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211 |
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212 | /// Area of this node
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213 | float mArea;
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214 | /// distance to the camera
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215 | float mDistance;
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216 | /// the index of this node
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217 | unsigned int mId;
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218 | /// the bounding box
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219 | AxisAlignedBox3 mBox;
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220 | /// if this node is a virtual leaf
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221 | bool mIsVirtualLeaf;
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222 | /** This marks the maximal depth where a virtual leaf can be defined.
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223 | From this point on it makes no sense to traverse down further, as all
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224 | nodes below contain the same geometry, so no further refinement of visibility
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225 | can be archieved. All nodes below this point can merely used to define the
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226 | tighter bounds.
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227 | */
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228 | bool mIsMaxDepthForVirtualLeaf;
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229 | };
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230 |
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231 |
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232 |
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233 | /////////////////
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234 | //-- public inline functions
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235 |
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236 |
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237 | int BvhNode::GetLastVisitedFrame() const
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238 | {
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239 | return mVisibility[sCurrentState].mLastVisitedFrame;
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240 | }
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241 |
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242 |
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243 | void BvhNode::SetLastVisitedFrame(const int lastVisited)
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244 | {
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245 | mVisibility[sCurrentState].mLastVisitedFrame = lastVisited;
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246 | }
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247 |
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248 |
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249 | bool BvhNode::IsVisible() const
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250 | {
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251 | return mVisibility[sCurrentState].mIsVisible;
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252 | }
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253 |
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254 |
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255 | void BvhNode::SetVisible(bool visible)
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256 | {
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257 | mVisibility[sCurrentState].mIsVisible = visible;
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258 | }
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259 |
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260 |
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261 | void BvhNode::IncTimesTestedInvisible()
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262 | {
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263 | ++ mVisibility[sCurrentState].mTimesInvisible;
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264 | }
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265 |
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266 |
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267 | int BvhNode::GetTimesTestedInvisible() const
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268 | {
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269 | return mVisibility[sCurrentState].mTimesInvisible;
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270 | }
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271 |
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272 |
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273 | void BvhNode::SetTimesTestedInvisible(int t)
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274 | {
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275 | mVisibility[sCurrentState].mTimesInvisible = t;
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276 | }
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277 |
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278 |
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279 | bool BvhNode::IsViewFrustumCulled() const
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280 | {
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281 | return mVisibility[sCurrentState].mIsFrustumCulled;
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282 | }
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283 |
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284 |
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285 | void BvhNode::SetViewFrustumCulled(bool frustumCulled)
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286 | {
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287 | mVisibility[sCurrentState].mIsFrustumCulled = frustumCulled;
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288 | }
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289 |
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290 |
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291 | bool BvhNode::IsNew() const
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292 | {
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293 | return mVisibility[sCurrentState].mIsNew;
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294 | }
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295 |
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296 |
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297 | void BvhNode::SetIsNew(bool isNew)
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298 | {
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299 | mVisibility[sCurrentState].mIsNew = isNew;
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300 | }
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301 |
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302 |
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303 | void BvhNode::SetAssumedVisibleFrameId(int t)
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304 | {
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305 | mVisibility[sCurrentState].mAssumedVisibleFrameId = t;
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306 | }
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307 |
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308 |
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309 | int BvhNode::GetAssumedVisibleFrameId() const
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310 | {
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311 | return mVisibility[sCurrentState].mAssumedVisibleFrameId;
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312 | }
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313 |
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314 |
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315 | int BvhNode::GetLastQueriedFrame() const
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316 | {
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317 | return mVisibility[sCurrentState].mLastQueriedFrame;
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318 | }
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319 |
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320 |
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321 | void BvhNode::SetLastQueriedFrame(int lastTested)
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322 | {
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323 | mVisibility[sCurrentState].mLastQueriedFrame = lastTested;
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324 | }
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325 |
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326 |
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327 | int BvhNode::GetLastRenderedFrame() const
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328 | {
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329 | return mLastRenderedFrame[sCurrentState];
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330 | }
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331 |
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332 |
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333 | void BvhNode::SetLastRenderedFrame(int lastRenderedFrame)
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334 | {
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335 | mLastRenderedFrame[sCurrentState] = lastRenderedFrame;
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336 | }
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337 |
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338 |
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339 | bool BvhNode::Empty() const
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340 | {
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341 | return mFirst == -1;
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342 | }
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343 |
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344 |
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345 | int BvhNode::CountPrimitives() const
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346 | {
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347 | return mLast - mFirst + 1;
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348 | }
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349 |
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350 |
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351 |
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352 |
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353 |
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354 | /** Internal node of the bv hierarchy.
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355 | */
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356 | class BvhInterior: public BvhNode
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357 | {
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358 | friend class Bvh;
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359 | friend class BvhLoader;
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360 |
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361 | public:
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362 |
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363 | BvhInterior(BvhNode *parent): mBack(NULL), mFront(NULL), BvhNode(parent)
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364 | {}
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365 | virtual bool IsLeaf() const { return false; }
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366 | /** Back child.
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367 | */
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368 | inline BvhNode *GetBack() { return mBack; }
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369 | /** Front child.
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370 | */
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371 | inline BvhNode *GetFront() { return mFront; }
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372 | /** Recursivly delete hierarchy.
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373 | */
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374 | virtual ~BvhInterior();
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375 |
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376 | protected:
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377 |
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378 | BvhNode *mBack;
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379 | BvhNode *mFront;
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380 | };
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381 |
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382 |
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383 | class BvhLeaf: public BvhNode
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384 | {
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385 | friend class Bvh;
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386 | friend class BvhLoader;
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387 |
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388 | public:
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389 |
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390 | BvhLeaf(BvhNode *parent): BvhNode(parent)
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391 | {}
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392 |
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393 | ~BvhLeaf();
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394 |
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395 | virtual bool IsLeaf() const { return true; }
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396 | };
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397 |
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398 |
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399 | /** This class implements the compare operator for the priority queue.
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400 | a lower distance has a higher value in the queue
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401 | */
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402 | class mygreaterdistance
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403 | {
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404 | public:
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405 | bool operator() (BvhNode *v1, BvhNode *v2) const
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406 | {
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407 | return (v1->mDistance > v2->mDistance);
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408 | }
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409 | };
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410 |
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411 | typedef std::priority_queue<BvhNode *, std::vector<BvhNode *>, mygreaterdistance> TraversalQueue;
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412 |
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413 |
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414 | /** Class representing a bounding volume hierarchy.
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415 | */
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416 | class Bvh
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417 | {
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418 | friend class BvhLoader;
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419 |
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420 | /** Bvh properties
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421 | */
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422 | struct BvhStats
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423 | {
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424 | BvhStats():
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425 | mInteriorSA(0),
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426 | mLeafSA(0),
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427 | mInteriorVol(0),
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428 | mLeafVol(0),
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429 | mTriangles(0),
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430 | mTriangleRatio(0),
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431 | mGeometryRatio(0),
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432 | mMaxGeometry(0),
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433 | mMaxTriangles(0)
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434 | {}
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435 |
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436 | float mInteriorSA;
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437 | float mLeafSA;
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438 | float mInteriorVol;
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439 | float mLeafVol;
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440 |
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441 | int mTriangles;
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442 |
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443 | float mTriangleRatio;
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444 | float mGeometryRatio;
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445 |
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446 | int mMaxGeometry;
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447 | int mMaxTriangles;
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448 | };
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449 |
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450 | public:
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451 |
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452 | /** Destructor.
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453 | */
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454 | ~Bvh();
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455 | /** Returns number of bvh nodes.
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456 | */
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457 | inline int GetNumNodes() const { return mNumNodes; }
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458 | /** Returns number of bvh leaves.
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459 | */
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460 | inline int GetNumLeaves() const { return mNumNodes / 2 + 1;}
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461 | /** Returns number of 'virtual' nodes in the hierarchy, i.e.
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462 | the number of nodes actually used for traversal.
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463 | */
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464 | int GetNumVirtualNodes() const { return mNumVirtualNodes; }
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465 | /** Returns number of bvh leaves.
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466 | */
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467 | inline int GetNumVirtualLeaves() const { return mNumVirtualNodes / 2 + 1;}
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468 | /** Returns root node of the bvh.
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469 | */
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470 | BvhNode *GetRoot() { return mRoot; }
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471 | /** Sets the scene camera
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472 | */
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473 | //void SetCamera(Camera * camera) { mCamera = camera; }
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474 |
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475 | ///////////////
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476 | //-- functions collecting nodes based on some criteria
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477 |
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478 | void CollectNodes(BvhNode *node, BvhNodeContainer &nodes, int depth);
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479 | void CollectNodes(BvhNode *node, BvhNodeContainer &nodes);
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480 | void CollectLeaves(BvhNode *node, BvhLeafContainer &leaves);
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481 | /** Collect only the virtual leaves.
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482 | */
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483 | void CollectVirtualLeaves(BvhNode *node, BvhNodeContainer &leaves);
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484 |
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485 |
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486 | //////////////////////
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487 |
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488 | /** Returns geometry by reference (faster).
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489 | */
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490 | SceneEntity **GetGeometry(BvhNode *node, int &size);
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491 |
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492 |
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493 | /////////////
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494 | //-- Rendering related options
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495 |
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496 | /** Renders the bounds of this node
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497 | (the box of the node or the tigher bounds of some subnodes).
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498 | */
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499 | void RenderBounds(BvhNode *node, RenderState *state, bool useTightBounds);
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500 | /** Renders bounding boxes of the collection of nodes.
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501 | @returns #rendered boxes
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502 | */
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503 | int RenderBounds(const BvhNodeContainer &nodes, RenderState *state, bool useTightBounds);
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504 | /** Returns the bounding box of this bvh.
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505 | */
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506 | inline const AxisAlignedBox3 &GetBox() { return mBox; }
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507 |
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508 |
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509 | //////////////
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510 | //-- Traversal related options
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511 |
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512 | /** Pulls up visible classification.
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513 | */
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514 | void MakeParentsVisible(BvhNode *node);
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515 | /** Does the view frustum culling for this node with respect to the previous culls
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516 | @returns: 0 if completely outside, 1 if completely inside, -1 if intersecting (partly inside),
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517 | */
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518 | int IsWithinViewFrustum(BvhNode *node);
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519 | /** Sets frame dependent values
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520 | */
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521 | void InitFrame(Camera *camera);
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522 | /** This gives the orthogonal distance from the viewpoint to the nearest bounding box vertex
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523 | note that negative values can appear because culling is done only afterwards
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524 | */
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525 | void CalcDistance(BvhNode *node) const;
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526 | /** Returns the stored distance.
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527 | */
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528 | float GetDistance(BvhNode *node) const { return node->mDistance; }
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529 | /** Pulls up the last visited classification in the bvh.
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530 | */
|
---|
531 | void PullUpLastVisited(BvhNode *node, int frameId) const;
|
---|
532 | /** Resets the node classifications in the tree.
|
---|
533 | */
|
---|
534 | void ResetNodeClassifications();
|
---|
535 | /** Helper function that renders the bounding boxes of the leaves as
|
---|
536 | wireframes for visualization purpose.
|
---|
537 | */
|
---|
538 | //void RenderBoundingBoxesForViz(int mode);
|
---|
539 | /** Count triangles the node contains.
|
---|
540 | */
|
---|
541 | int CountTriangles(BvhNode *node) const;
|
---|
542 | /** Returns area of the the node.
|
---|
543 | */
|
---|
544 | float GetArea(BvhNode *node) const;
|
---|
545 | /** Compute unique ids for the nodes.
|
---|
546 | */
|
---|
547 | void ComputeIds();
|
---|
548 | /** Assign virtual leaves based on specified number of triangles per leaf.
|
---|
549 | */
|
---|
550 | void SetVirtualLeaves(int numTriangles);
|
---|
551 |
|
---|
552 |
|
---|
553 | ////////
|
---|
554 | //-- functions influencing tighter bounds
|
---|
555 |
|
---|
556 |
|
---|
557 | /** Sets maximal depth for taking the bounding boxes to test the
|
---|
558 | visibility of a node.
|
---|
559 | Deeper => the bounds adapt more to the geometry.
|
---|
560 | */
|
---|
561 | void SetMaxDepthForTestingChildren(int maxDepth);
|
---|
562 |
|
---|
563 | void SetAreaRatioThresholdForTestingChildren(float ratio);
|
---|
564 |
|
---|
565 |
|
---|
566 | ////////////////////////////
|
---|
567 |
|
---|
568 | /** Returns stats.
|
---|
569 | */
|
---|
570 | const BvhStats &GetBvhStats() const { return mBvhStats; }
|
---|
571 | /** Render wireframe bvh for visualization purpose.
|
---|
572 | */
|
---|
573 | void RenderBoundsForViz(BvhNode *node, RenderState *state, bool useTightBounds);
|
---|
574 |
|
---|
575 |
|
---|
576 | protected:
|
---|
577 |
|
---|
578 | ////////////////////
|
---|
579 |
|
---|
580 | /** protected constructor: do nothing.
|
---|
581 | */
|
---|
582 | Bvh();
|
---|
583 | /** Protected constructor taking scene geometry into account
|
---|
584 | */
|
---|
585 | const Bvh(const SceneEntityContainer &entities);
|
---|
586 | /** Called by the constructor. Initializes important members.
|
---|
587 | */
|
---|
588 | void Init();
|
---|
589 |
|
---|
590 | /////////////
|
---|
591 |
|
---|
592 | void ComputeBvhStats();
|
---|
593 | void PrintBvhStats() const;
|
---|
594 |
|
---|
595 |
|
---|
596 | //////////
|
---|
597 | //-- Helper methods for bounding box rendering in immediate and vbo mode.
|
---|
598 |
|
---|
599 | void PrepareVertices();
|
---|
600 |
|
---|
601 | int PrepareBoundsWithDrawArrays(const BvhNodeContainer &nodes);
|
---|
602 | void RenderBoundsWithDrawArrays(int numNodes, RenderState *state);
|
---|
603 |
|
---|
604 | /** Create the indices that each node needs to use vbo rendering.
|
---|
605 | */
|
---|
606 | void CreateIndices();
|
---|
607 | /** Create the list of nodes whose bounding boxes are tested instead of the
|
---|
608 | bounding box of the node itself.
|
---|
609 | */
|
---|
610 | bool CreateNodeRenderList(BvhNode *node);
|
---|
611 | /** Recursivly updates indices so we can
|
---|
612 | render also interior nodes without traversing hierarchy
|
---|
613 | */
|
---|
614 | void UpdateInteriors(BvhNode *node);
|
---|
615 | /** Recomputes the boundaries of the nodes.
|
---|
616 | This function is always called if some boundary options are changed.
|
---|
617 | */
|
---|
618 | void RecomputeBounds();
|
---|
619 | /** Does some postprocessing on the nodes.
|
---|
620 | */
|
---|
621 | void PostProcess();
|
---|
622 | /** Helper method that updates the number of leaves in the subtree under
|
---|
623 | this node.
|
---|
624 | */
|
---|
625 | void UpdateNumLeaves(BvhNode *node) const;
|
---|
626 | /** Frustum tests the ith plane.
|
---|
627 | */
|
---|
628 | inline bool TestPlane(BvhNode *node, int i, bool &bIntersect);
|
---|
629 | /** Renders a bounding box in immediate mode.
|
---|
630 | */
|
---|
631 | void RenderBoundingBoxImmediate(const AxisAlignedBox3 &box);
|
---|
632 |
|
---|
633 |
|
---|
634 |
|
---|
635 | ////////////////////////
|
---|
636 |
|
---|
637 | /// the bounding box of the bvh
|
---|
638 | AxisAlignedBox3 mBox;
|
---|
639 | /// the root of the hierarchy
|
---|
640 | BvhNode *mRoot;
|
---|
641 | /// pointers to the geometry associated with this node
|
---|
642 | SceneEntity **mGeometry;
|
---|
643 | /// #of entities
|
---|
644 | size_t mGeometrySize;
|
---|
645 |
|
---|
646 |
|
---|
647 | ////////////////
|
---|
648 | //-- tigher bounds termination criteria
|
---|
649 |
|
---|
650 | /** maximal depth from which children are fetched for
|
---|
651 | testing instead of the current node
|
---|
652 | */
|
---|
653 | int mMaxDepthForTestingChildren;
|
---|
654 | /// threshold for computing tighter bounds
|
---|
655 | float mAreaRatioThreshold;
|
---|
656 |
|
---|
657 |
|
---|
658 | ////////////////
|
---|
659 | //-- statistics
|
---|
660 |
|
---|
661 | BvhStats mBvhStats;
|
---|
662 | /// the overall number of nodes
|
---|
663 | int mNumNodes;
|
---|
664 | /// the number of "virtual" (=actually used) nodes
|
---|
665 | int mNumVirtualNodes;
|
---|
666 |
|
---|
667 |
|
---|
668 | ////////////
|
---|
669 | //-- rendering stuff
|
---|
670 |
|
---|
671 | /// these proxy nodes are tested instead of the current node
|
---|
672 | BvhNodeContainer mTestNodes;
|
---|
673 | /// the indices used for vbo index buffering
|
---|
674 | unsigned int *mTestIndices;
|
---|
675 | /// a pointer to the end of the indices array
|
---|
676 | int mCurrentIndicesPtr;
|
---|
677 | /// the vbo id
|
---|
678 | unsigned int mVboId;
|
---|
679 | /// a vertex array used if working with indexed arrays (without vbo)
|
---|
680 | Vector3 *mVertices;
|
---|
681 | /// indices used for draw array rendering
|
---|
682 | unsigned int *mIndices;
|
---|
683 | };
|
---|
684 |
|
---|
685 | }
|
---|
686 |
|
---|
687 | #endif // __BVH_H |
---|