source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/BvhLoader.cpp @ 3052

Revision 3052, 3.9 KB checked in by mattausch, 16 years ago (diff)
Line 
1#include <queue>
2#include <stack>
3#include <fstream>
4#include <iostream>
5
6#include "BvhLoader.h"
7#include "gzstream.h"
8
9
10#ifdef _CRT_SET
11        #define _CRTDBG_MAP_ALLOC
12        #include <stdlib.h>
13        #include <crtdbg.h>
14
15        // redefine new operator
16        #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
17        #define new DEBUG_NEW
18#endif
19
20
21namespace CHCDemoEngine
22{
23
24using namespace std;
25
26
27#define TYPE_INTERIOR -2
28#define TYPE_LEAF -3
29
30
31
32BvhNode *BvhLoader::LoadNextNode(igzstream &stream, BvhInterior *parent)
33{
34        int nodeType;
35        stream.read(reinterpret_cast<char *>(&nodeType), sizeof(int));
36
37        BvhNode *node;
38
39        if (nodeType == TYPE_LEAF)
40                node = new BvhLeaf(parent);
41        else if (nodeType == TYPE_INTERIOR)
42                node = new BvhInterior(parent);
43        else
44                cerr << "error: wrong node type: " << nodeType << endl;
45               
46
47        Vector3 bMin, bMax;
48
49        stream.read(reinterpret_cast<char *>(&(node->mFirst)), sizeof(int));
50        stream.read(reinterpret_cast<char *>(&(node->mLast)), sizeof(int));
51
52        stream.read(reinterpret_cast<char *>(&bMin), sizeof(Vector3));
53        stream.read(reinterpret_cast<char *>(&bMax), sizeof(Vector3));
54
55        node->mBox = AxisAlignedBox3(bMin, bMax);
56        node->mArea = node->mBox.SurfaceArea();
57
58        //cout << "box: " << node->mBox << " area: " << node->mArea << endl;
59       
60        return node;
61}
62
63
64Bvh *BvhLoader::Load(const string &filename, 
65                                         const SceneEntityContainer &entities)
66{
67        queue<BvhNode *> tQueue;
68        igzstream stream(filename.c_str());
69
70        if (!stream.is_open()) return NULL;
71
72        cout << "loading bvh" << endl;
73
74        Bvh *bvh = new Bvh(entities);
75
76        BvhNode *root = LoadNextNode(stream, NULL);
77
78#if 0
79
80        bvh->mRoot = root;
81
82#else
83        // we are setting a new root node
84        // which adds one level of indirection to the bvh but
85        // allows us to use dynamic objects
86        // the new bvh has two main branches
87        // one is the static branch (the old root),
88        // one is the dynamic branch
89        // we create a 'dynamic' leaf which basically is a container
90        // for all dynamic objects underneath
91        // the bounding boxes of the dynamic tree must be updated
92        // once each frame in order to be able to incorporate
93        // the movements of the objects within
94
95        BvhInterior *newRoot = new BvhInterior(NULL);
96        bvh->mRoot = newRoot;
97
98        BvhLeaf *dynamicLeaf = new BvhLeaf(newRoot);
99
100        newRoot->mFront = root;
101        newRoot->mBack = dynamicLeaf;
102        root->mParent = newRoot;
103
104        // the separation is a purely logical one
105        // the bounding boxes of the child nodes is the
106        // same as for the root node
107        newRoot->mBox = root->mBox;
108        dynamicLeaf->mBox = root->mBox;
109
110        newRoot->mArea = newRoot->mBox.SurfaceArea();
111        dynamicLeaf->mArea = dynamicLeaf->mBox.SurfaceArea();
112
113        newRoot->mFirst = root->mFirst;
114        newRoot->mLast = root->mLast;
115
116        dynamicLeaf->mFirst = 0;
117        dynamicLeaf->mLast = 0;
118#endif
119
120        tQueue.push(root);
121        bvh->mNumNodes = 1;
122
123        while(!tQueue.empty())
124        {
125                BvhNode *node = tQueue.front();
126                tQueue.pop();
127
128                if (!node->IsLeaf())
129                {
130                        bvh->mNumNodes += 2;
131
132                        BvhInterior *interior = static_cast<BvhInterior *>(node);
133
134                        BvhNode *front = LoadNextNode(stream, interior);
135                        BvhNode *back = LoadNextNode(stream, interior);
136
137                        interior->mFront = front;
138                        interior->mBack = back;
139
140                        front->mDepth = interior->mDepth + 1;
141                        back->mDepth = interior->mDepth + 1;
142
143                        tQueue.push(front);                     
144                        tQueue.push(back);
145                }
146        }
147
148
149        bvh->mBox = bvh->mRoot->GetBox();
150
151        cout << "... finished loading " << bvh->mNumNodes << " nodes" << endl;
152        cout << "scene box: " << bvh->mBox << endl;
153
154       
155        ///////////
156        //-- post process nodes
157
158        bvh->PostProcess();
159       
160        // set virtual leaves for specified number of triangles
161        bvh->SetVirtualLeaves(INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES);
162
163        bvh->UpdateNumLeaves(bvh->mRoot);
164        // compute unique ids
165        bvh->ComputeIds();
166        // specify bounds for occlusion tests
167        bvh->RecomputeBounds();
168
169        // compute and print stats
170        bvh->ComputeBvhStats();
171        bvh->PrintBvhStats();
172
173        return bvh;
174}
175
176
177}
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