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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
+
+#pragma once
+
+#include "core.h"
+#include "maths.h"
+
+#include <vector>
+
+class AABBTree
+{
+ AABBTree(const AABBTree&);
+ AABBTree& operator=(const AABBTree&);
+
+public:
+
+ AABBTree(const Vec3* vertices, uint32_t numVerts, const uint32_t* indices, uint32_t numFaces);
+
+ bool TraceRaySlow(const Vec3& start, const Vector3& dir, float& outT, float& u, float& v, float& w, float& faceSign, uint32_t& faceIndex) const;
+ bool TraceRay(const Vec3& start, const Vector3& dir, float& outT, float& u, float& v, float& w, float& faceSign, uint32_t& faceIndex) const;
+
+ void DebugDraw();
+
+ Vector3 GetCenter() const { return (m_nodes[0].m_minExtents+m_nodes[0].m_maxExtents)*0.5f; }
+ Vector3 GetMinExtents() const { return m_nodes[0].m_minExtents; }
+ Vector3 GetMaxExtents() const { return m_nodes[0].m_maxExtents; }
+
+#if _WIN32
+ // stats (reset each trace)
+ static uint32_t GetTraceDepth() { return s_traceDepth; }
+#endif
+
+private:
+
+ void DebugDrawRecursive(uint32_t nodeIndex, uint32_t depth);
+
+ struct Node
+ {
+ Node()
+ : m_numFaces(0)
+ , m_faces(NULL)
+ , m_minExtents(0.0f)
+ , m_maxExtents(0.0f)
+ {
+ }
+
+ union
+ {
+ uint32_t m_children;
+ uint32_t m_numFaces;
+ };
+
+ uint32_t* m_faces;
+ Vector3 m_minExtents;
+ Vector3 m_maxExtents;
+ };
+
+
+ struct Bounds
+ {
+ Bounds() : m_min(0.0f), m_max(0.0f)
+ {
+ }
+
+ Bounds(const Vector3& min, const Vector3& max) : m_min(min), m_max(max)
+ {
+ }
+
+ inline float GetVolume() const
+ {
+ Vector3 e = m_max-m_min;
+ return (e.x*e.y*e.z);
+ }
+
+ inline float GetSurfaceArea() const
+ {
+ Vector3 e = m_max-m_min;
+ return 2.0f*(e.x*e.y + e.x*e.z + e.y*e.z);
+ }
+
+ inline void Union(const Bounds& b)
+ {
+ m_min = Min(m_min, b.m_min);
+ m_max = Max(m_max, b.m_max);
+ }
+
+ Vector3 m_min;
+ Vector3 m_max;
+ };
+
+ typedef std::vector<uint32_t> IndexArray;
+ typedef std::vector<Vec3> PositionArray;
+ typedef std::vector<Node> NodeArray;
+ typedef std::vector<uint32_t> FaceArray;
+ typedef std::vector<Bounds> FaceBoundsArray;
+
+ // partition the objects and return the number of objects in the lower partition
+ uint32_t PartitionMedian(Node& n, uint32_t* faces, uint32_t numFaces);
+ uint32_t PartitionSAH(Node& n, uint32_t* faces, uint32_t numFaces);
+
+ void Build();
+ void BuildRecursive(uint32_t nodeIndex, uint32_t* faces, uint32_t numFaces);
+ void TraceRecursive(uint32_t nodeIndex, const Vec3& start, const Vector3& dir, float& outT, float& u, float& v, float& w, float& faceSign, uint32_t& faceIndex) const;
+
+ void CalculateFaceBounds(uint32_t* faces, uint32_t numFaces, Vector3& outMinExtents, Vector3& outMaxExtents);
+ uint32_t GetNumFaces() const { return m_numFaces; }
+ uint32_t GetNumNodes() const { return uint32_t(m_nodes.size()); }
+
+ // track the next free node
+ uint32_t m_freeNode;
+
+ const Vec3* m_vertices;
+ const uint32_t m_numVerts;
+
+ const uint32_t* m_indices;
+ const uint32_t m_numFaces;
+
+ FaceArray m_faces;
+ NodeArray m_nodes;
+ FaceBoundsArray m_faceBounds;
+
+ // stats
+ uint32_t m_treeDepth;
+ uint32_t m_innerNodes;
+ uint32_t m_leafNodes;
+
+#if _WIN32
+ _declspec (thread) static uint32_t s_traceDepth;
+#endif
+};