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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WWMath *
- * *
- * $Archive:: /Commando/Code/wwmath/aabtreecull.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 7/24/01 10:00a $*
- * *
- * $Revision:: 15 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef AABTREECULL_H
- #define AABTREECULL_H
- #include "cullsys.h"
- #include "aaplane.h"
- #include "wwmath.h"
- #include "mempool.h"
- #include "simplevec.h"
- #include <math.h>
- #include <float.h>
- class AABTreeNodeClass;
- class ChunkLoadClass;
- class ChunkSaveClass;
- class SphereClass;
- /**
- ** AABTreeCullSystemClass
- ** Derived culling system that uses an Axis-Aligned Bounding Box Tree
- */
- class AABTreeCullSystemClass : public CullSystemClass
- {
- public:
- AABTreeCullSystemClass(void);
- virtual ~AABTreeCullSystemClass(void);
- /*
- ** Re-partition the tree. Two methods can be used to accomplish this. The
- ** first re-partitions the tree based on the objects contained within, the second
- ** re-partitions the tree based solely on a set of input "seed" boxes. Each seed
- ** box will become a leaf; then the objects will be re-inserted in the new tree.
- */
- void Re_Partition(void);
- void Re_Partition(const AABoxClass & bounds,SimpleDynVecClass<AABoxClass> & boxes);
-
- /*
- ** Update_Bounding_Boxes. This function causes all bounding boxes in the tree to update themselves.
- ** If any box is found to not bound the objects it is supposed to contain, the box is updated
- ** Note that this is normally not necessary, the reason this function existsis due to the fact
- ** that the renegade level editor tries to do everything possible to not discard the precalculated
- ** visibilty data for a level. In some cases, we want to load geometry that has been edited back
- ** into the same AABTree without re-partitioning.
- */
- void Update_Bounding_Boxes(void);
- /*
- ** Re-insert an object into the tree
- */
- virtual void Update_Culling(CullableClass * obj);
- /*
- ** Statistics about the AAB-Tree
- */
- int Partition_Node_Count(void) const;
- int Partition_Tree_Depth(void) const;
- int Object_Count(void) const;
- /*
- ** Collect objects which overlap the given primitive
- */
- virtual void Collect_Objects(const Vector3 & point);
- virtual void Collect_Objects(const AABoxClass & box);
- virtual void Collect_Objects(const OBBoxClass & box);
- virtual void Collect_Objects(const FrustumClass & frustum);
- virtual void Collect_Objects(const SphereClass & sphere);
- /*
- ** Load and Save a description of this AAB-Tree and its contents
- */
- virtual void Load(ChunkLoadClass & cload);
- virtual void Save(ChunkSaveClass & csave);
- /*
- ** Save an objects linkage, load the linkage and re-link the object
- */
- void Load_Object_Linkage(ChunkLoadClass & cload,CullableClass * obj);
- void Save_Object_Linkage(ChunkSaveClass & csave,CullableClass * obj);
- /*
- ** Bounding box of the entire tree
- */
- const AABoxClass & Get_Bounding_Box(void);
- void Get_Node_Bounds(int node_id,AABoxClass * set_bounds);
- /*
- ** Statistics
- */
- struct StatsStruct
- {
- int NodeCount;
- int NodesAccepted;
- int NodesTriviallyAccepted;
- int NodesRejected;
- };
- void Reset_Statistics(void);
- const StatsStruct & Get_Statistics(void);
- protected:
- /*
- ** Internal stat tracking
- */
- #ifdef WWDEBUG
- void NODE_ACCEPTED(void) { Stats.NodesAccepted ++; }
- void NODE_TRIVIALLY_ACCEPTED(void) { Stats.NodesTriviallyAccepted ++; }
- void NODE_REJECTED(void) { Stats.NodesRejected ++; }
- #else
- void NODE_ACCEPTED(void) { }
- void NODE_TRIVIALLY_ACCEPTED(void) { }
- void NODE_REJECTED(void) { }
- #endif
- /*
- ** Internal functions
- */
- void Add_Object_Internal(CullableClass * obj,int node_index = -1);
- void Remove_Object_Internal(CullableClass * obj);
- void Re_Index_Nodes(void);
- void Re_Index_Nodes_Recursive(AABTreeNodeClass * node,int & counter);
- int Partition_Node_Count_Recursive(AABTreeNodeClass * node) const;
- void Partition_Tree_Depth_Recursive(AABTreeNodeClass * node,int cur_depth,int & max_depth) const;
- void Add_Object_Recursive(AABTreeNodeClass * node,CullableClass * obj);
- void Add_Loaded_Object(AABTreeNodeClass * node,CullableClass * obj);
- void Collect_Objects_Recursive(AABTreeNodeClass * node);
- void Collect_Objects_Recursive(AABTreeNodeClass * node,const Vector3 & point);
- void Collect_Objects_Recursive(AABTreeNodeClass * node,const AABoxClass & box);
- void Collect_Objects_Recursive(AABTreeNodeClass * node,const OBBoxClass & box);
- void Collect_Objects_Recursive(AABTreeNodeClass * node,const FrustumClass & frustum);
- void Collect_Objects_Recursive(AABTreeNodeClass * node,const FrustumClass & frustum,int planes_passed);
- void Collect_Objects_Recursive(AABTreeNodeClass * node,const SphereClass & sphere);
- void Update_Bounding_Boxes_Recursive(AABTreeNodeClass * node);
- void Load_Nodes(AABTreeNodeClass * node,ChunkLoadClass & cload);
- void Save_Nodes(AABTreeNodeClass * node,ChunkSaveClass & csave);
- virtual void Load_Node_Contents(AABTreeNodeClass * /*node*/,ChunkLoadClass & /*cload*/) { }
- virtual void Save_Node_Contents(AABTreeNodeClass * /*node*/,ChunkSaveClass & /*csave*/) { }
-
- AABTreeNodeClass * RootNode; // root of the AAB-Tree
- int ObjectCount; // number of objects in the system
-
- int NodeCount; // number of nodes
- AABTreeNodeClass ** IndexedNodes; // index access to the nodes
- StatsStruct Stats;
- friend class AABTreeIterator;
- };
- /**
- ** AABTreeIterator
- ** This iterator allows the user to walk a tree. It can return the index of the current
- ** node and the bounds of the current node.
- */
- class AABTreeIterator
- {
- public:
- AABTreeIterator(AABTreeCullSystemClass * tree);
-
- void Reset(void);
- bool Enter_Parent(void);
- bool Enter_Sibling(void);
- bool Has_Front_Child(void);
- bool Enter_Front_Child(void);
- bool Has_Back_Child(void);
- bool Enter_Back_Child(void);
- int Get_Current_Node_Index(void);
- void Get_Current_Box(AABoxClass * set_box);
- private:
- void validate(void);
- AABTreeCullSystemClass * Tree;
- int CurNodeIndex;
- };
- /**
- ** TypedAABTreeCullSystemClass
- ** This template adds type-safety to an AABTree. It allows you to create trees
- ** containing a particular type of object (the class must be derived from CullableClass though)
- */
- template <class T> class TypedAABTreeCullSystemClass : public AABTreeCullSystemClass
- {
- public:
- virtual void Add_Object(T * obj,int node_index=-1) { Add_Object_Internal(obj,node_index); }
- virtual void Remove_Object(T * obj) { Remove_Object_Internal(obj); }
- T * Get_First_Collected_Object(void) { return (T*)Get_First_Collected_Object_Internal(); }
- T * Get_Next_Collected_Object(T * obj) { return (T*)Get_Next_Collected_Object_Internal(obj); }
- T * Peek_First_Collected_Object(void) { return (T*)Peek_First_Collected_Object_Internal(); }
- T * Peek_Next_Collected_Object(T * obj) { return (T*)Peek_Next_Collected_Object_Internal(obj); }
- };
- /**
- ** AABTreeNodeClass - the aab-tree is built out of these objects
- ** CullableClass's can be linked into any of these nodes. Whenever the
- ** tree is re-built, all objects will end up in the leaf nodes. Between
- ** re-builds, as objects are added, they will be placed as deep into the
- ** tree as possible.
- */
- class AABTreeNodeClass : public AutoPoolClass<AABTreeNodeClass,256>
- {
- public:
- AABTreeNodeClass(void);
- ~AABTreeNodeClass(void);
-
- void Add_Object(CullableClass * obj,bool update_bounds = true);
- void Remove_Object(CullableClass * obj);
- int Object_Count(void);
- CullableClass * Peek_Object(int index);
- uint32 Index; // Index of this node
- AABoxClass Box; // Bounding box of the node
- AABTreeNodeClass * Parent; // parent of this node
- AABTreeNodeClass * Front; // front node
- AABTreeNodeClass * Back; // back node
- CullableClass * Object; // objects in this node
- uint32 UserData; // 32bit field for the user, initialized to 0
- /*
- ** Construction support:
- */
- struct SplitChoiceStruct
- {
- SplitChoiceStruct(void) : Cost(FLT_MAX),FrontCount(0),BackCount(0),Plane(AAPlaneClass::XNORMAL,0.0f)
- {
- FrontBox.Init_Empty();
- BackBox.Init_Empty();
- }
- float Cost;
- int FrontCount;
- int BackCount;
- MinMaxAABoxClass FrontBox;
- MinMaxAABoxClass BackBox;
- AAPlaneClass Plane;
- };
- void Compute_Bounding_Box(void);
- void Compute_Local_Bounding_Box(void);
- float Compute_Volume(void);
- void Transfer_Objects(AABTreeNodeClass * dummy_node);
- /*
- ** Partition the tree based on the objects contained.
- */
- void Partition(void);
- void Split_Objects( const SplitChoiceStruct & sc,
- AABTreeNodeClass * front,
- AABTreeNodeClass * back);
- /*
- ** Partition the tree based on a set of input "seed" boxes.
- */
- void Partition(const AABoxClass & bounds,SimpleDynVecClass<AABoxClass> & boxes);
- void Split_Boxes( const SplitChoiceStruct & sc,
- SimpleDynVecClass<AABoxClass> & boxes,
- SimpleDynVecClass<AABoxClass> & frontboxes,
- SimpleDynVecClass<AABoxClass> & backboxes);
- /*
- ** Functions used by both partitioning algorithms
- */
- void Select_Splitting_Plane(SplitChoiceStruct * sc,SimpleDynVecClass<AABoxClass> & boxes);
- void Select_Splitting_Plane_Brute_Force(SplitChoiceStruct * sc,SimpleDynVecClass<AABoxClass> & boxes);
- void Compute_Score(SplitChoiceStruct * sc,SimpleDynVecClass<AABoxClass> & boxes);
- };
- /*
- ** AABTreeLinkClass
- ** This structure is used to link objects into an AAB-Tree culling system.
- */
- class AABTreeLinkClass : public CullLinkClass, public AutoPoolClass<AABTreeLinkClass,256>
- {
- public:
- AABTreeLinkClass(AABTreeCullSystemClass * system) : CullLinkClass(system),Node(NULL), NextObject(NULL) { }
- AABTreeNodeClass * Node; // partition node containing this object
- CullableClass * NextObject; // next object in the node
- };
- #endif // AABTREECULL_H
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