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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "SqAABBTreeBuild.h"
#include "SqBounds.h"
#include "PsMathUtils.h"
#include "PsFoundation.h"
#include "GuInternal.h"
using namespace physx;
using namespace Sq;
NodeAllocator::NodeAllocator() : mPool(NULL), mCurrentSlabIndex(0), mTotalNbNodes(0)
{
}
NodeAllocator::~NodeAllocator()
{
release();
}
void NodeAllocator::release()
{
const PxU32 nbSlabs = mSlabs.size();
for (PxU32 i = 0; i<nbSlabs; i++)
{
Slab& s = mSlabs[i];
PX_DELETE_ARRAY(s.mPool);
}
mSlabs.reset();
mCurrentSlabIndex = 0;
mTotalNbNodes = 0;
}
void NodeAllocator::init(PxU32 nbPrimitives, PxU32 limit)
{
const PxU32 maxSize = nbPrimitives * 2 - 1; // PT: max possible #nodes for a complete tree
const PxU32 estimatedFinalSize = maxSize <= 1024 ? maxSize : maxSize / limit;
mPool = PX_NEW(AABBTreeBuildNode)[estimatedFinalSize];
PxMemZero(mPool, sizeof(AABBTreeBuildNode)*estimatedFinalSize);
// Setup initial node. Here we have a complete permutation of the app's primitives.
mPool->mNodeIndex = 0;
mPool->mNbPrimitives = nbPrimitives;
mSlabs.pushBack(Slab(mPool, 1, estimatedFinalSize));
mCurrentSlabIndex = 0;
mTotalNbNodes = 1;
}
// PT: TODO: inline this?
AABBTreeBuildNode* NodeAllocator::getBiNode()
{
mTotalNbNodes += 2;
Slab& currentSlab = mSlabs[mCurrentSlabIndex];
if (currentSlab.mNbUsedNodes + 2 <= currentSlab.mMaxNbNodes)
{
AABBTreeBuildNode* biNode = currentSlab.mPool + currentSlab.mNbUsedNodes;
currentSlab.mNbUsedNodes += 2;
return biNode;
}
else
{
// Allocate new slab
const PxU32 size = 1024;
AABBTreeBuildNode* pool = PX_NEW(AABBTreeBuildNode)[size];
PxMemZero(pool, sizeof(AABBTreeBuildNode)*size);
mSlabs.pushBack(Slab(pool, 2, size));
mCurrentSlabIndex++;
return pool;
}
}
static PX_FORCE_INLINE float getSplittingValue(const PxBounds3& global_box, PxU32 axis)
{
// Default split value = middle of the axis (using only the box)
return global_box.getCenter(axis);
}
static PxU32 split(const PxBounds3& box, PxU32 nb, PxU32* const PX_RESTRICT prims, PxU32 axis, const AABBTreeBuildParams& params)
{
// Get node split value
const float splitValue = getSplittingValue(box, axis);
PxU32 nbPos = 0;
// Loop through all node-related primitives. Their indices range from "mNodePrimitives[0]" to "mNodePrimitives[mNbPrimitives-1]",
// with mNodePrimitives = mIndices + mNodeIndex (i.e. those indices map the global list in the tree params).
// PT: to avoid calling the unsafe [] operator
const size_t ptrValue = size_t(params.mCache) + axis * sizeof(float);
const PxVec3* /*PX_RESTRICT*/ cache = reinterpret_cast<const PxVec3*>(ptrValue);
for (PxU32 i = 0; i<nb; i++)
{
// Get index in global list
const PxU32 index = prims[i];
// Test against the splitting value. The primitive value is tested against the enclosing-box center.
// [We only need an approximate partition of the enclosing box here.]
const float primitiveValue = cache[index].x;
PX_ASSERT(primitiveValue == params.mCache[index][axis]);
// Reorganize the list of indices in this order: positive - negative.
if (primitiveValue > splitValue)
{
// Swap entries
prims[i] = prims[nbPos];
prims[nbPos] = index;
// Count primitives assigned to positive space
nbPos++;
}
}
return nbPos;
}
void AABBTreeBuildNode::subdivide(const AABBTreeBuildParams& params, BuildStats& stats, NodeAllocator& allocator, PxU32* const indices)
{
PxU32* const PX_RESTRICT primitives = indices + mNodeIndex;
const PxU32 nbPrims = mNbPrimitives;
// Compute global box & means for current node. The box is stored in mBV.
Vec4V meansV;
{
const PxBounds3* PX_RESTRICT boxes = params.mAABBArray;
PX_ASSERT(boxes);
PX_ASSERT(primitives);
PX_ASSERT(nbPrims);
Vec4V minV = V4LoadU(&boxes[primitives[0]].minimum.x);
Vec4V maxV = V4LoadU(&boxes[primitives[0]].maximum.x);
meansV = V4LoadU(¶ms.mCache[primitives[0]].x);
for (PxU32 i = 1; i<nbPrims; i++)
{
const PxU32 index = primitives[i];
const Vec4V curMinV = V4LoadU(&boxes[index].minimum.x);
const Vec4V curMaxV = V4LoadU(&boxes[index].maximum.x);
meansV = V4Add(meansV, V4LoadU(¶ms.mCache[index].x));
minV = V4Min(minV, curMinV);
maxV = V4Max(maxV, curMaxV);
}
StoreBounds(mBV, minV, maxV);
const float coeff = 1.0f / float(nbPrims);
meansV = V4Scale(meansV, FLoad(coeff));
}
// Check the user-defined limit. Also ensures we stop subdividing if we reach a leaf node.
if (nbPrims <= params.mLimit)
return;
bool validSplit = true;
PxU32 nbPos;
{
// Compute variances
Vec4V varsV = V4Zero();
for (PxU32 i = 0; i<nbPrims; i++)
{
const PxU32 index = primitives[i];
Vec4V centerV = V4LoadU(¶ms.mCache[index].x);
centerV = V4Sub(centerV, meansV);
centerV = V4Mul(centerV, centerV);
varsV = V4Add(varsV, centerV);
}
const float coeffNb1 = 1.0f / float(nbPrims - 1);
varsV = V4Scale(varsV, FLoad(coeffNb1));
PX_ALIGN(16, PxVec4) vars;
V4StoreA(varsV, &vars.x);
// Choose axis with greatest variance
const PxU32 axis = Ps::largestAxis(PxVec3(vars.x, vars.y, vars.z));
// Split along the axis
nbPos = split(mBV, nbPrims, primitives, axis, params);
// Check split validity
if (!nbPos || nbPos == nbPrims)
validSplit = false;
}
// Check the subdivision has been successful
if (!validSplit)
{
// Here, all boxes lie in the same sub-space. Two strategies:
// - if we are over the split limit, make an arbitrary 50-50 split
// - else stop subdividing
if (nbPrims>params.mLimit)
{
nbPos = nbPrims >> 1;
}
else return;
}
// Now create children and assign their pointers.
mPos = allocator.getBiNode();
stats.increaseCount(2);
// Assign children
PX_ASSERT(!isLeaf());
AABBTreeBuildNode* Pos = const_cast<AABBTreeBuildNode*>(mPos);
AABBTreeBuildNode* Neg = Pos + 1;
Pos->mNodeIndex = mNodeIndex;
Pos->mNbPrimitives = nbPos;
Neg->mNodeIndex = mNodeIndex + nbPos;
Neg->mNbPrimitives = mNbPrimitives - nbPos;
}
void AABBTreeBuildNode::_buildHierarchy(AABBTreeBuildParams& params, BuildStats& stats, NodeAllocator& nodeBase, PxU32* const indices)
{
// Subdivide current node
subdivide(params, stats, nodeBase, indices);
// Recurse
if (!isLeaf())
{
AABBTreeBuildNode* Pos = const_cast<AABBTreeBuildNode*>(getPos());
PX_ASSERT(Pos);
AABBTreeBuildNode* Neg = Pos + 1;
Pos->_buildHierarchy(params, stats, nodeBase, indices);
Neg->_buildHierarchy(params, stats, nodeBase, indices);
}
stats.mTotalPrims += mNbPrimitives;
}
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