| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242 | //-----------------------------------------------------------------------------// Copyright (c) 2012 GarageGames, LLC//// Permission is hereby granted, free of charge, to any person obtaining a copy// of this software and associated documentation files (the "Software"), to// deal in the Software without restriction, including without limitation the// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or// sell copies of the Software, and to permit persons to whom the Software is// furnished to do so, subject to the following conditions://// The above copyright notice and this permission notice shall be included in// all copies or substantial portions of the Software.//// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS// IN THE SOFTWARE.//-----------------------------------------------------------------------------#include "util/quadTreeTracer.h"#include "platform/profiler.h"#include "core/frameAllocator.h"static F32 calcInterceptV(F32 vStart, F32 invDeltaV, F32 intercept){   return (intercept - vStart) * invDeltaV;}static F32 calcInterceptNone(F32, F32, F32){   return F32_MAX;}static F32 (*calcInterceptX)(F32, F32, F32);static F32 (*calcInterceptY)(F32, F32, F32);bool QuadTreeTracer::castRay(const Point3F &start, const Point3F &end, RayInfo *info){   PROFILE_START(QuadTreeTracer_castRay);   // Do some precalculations we'll use for the rest of this routine.   // Set up our intercept calculation methods.   F32 invDeltaX;   if(end.x == start.x)   {      calcInterceptX = calcInterceptNone;      invDeltaX = 0;   }   else   {      invDeltaX = 1.f / (end.x - start.x);      calcInterceptX = calcInterceptV;   }   F32 invDeltaY;   if(end.y == start.y)   {      calcInterceptY = calcInterceptNone;      invDeltaY = 0;   }   else   {      invDeltaY = 1.f / (end.y - start.y);      calcInterceptY = calcInterceptV;   }   // Subdivide our space based on the size of the lowest level of the tree...   const F32 invSize   = 1.f / F32(BIT(mTreeDepth-1));   // Grab this off the frame allocator, we don't want to do a proper alloc   // on every ray!   FrameAllocatorMarker stackAlloc;   RayStackNode *stack = (RayStackNode*)stackAlloc.alloc(sizeof(RayStackNode) * (mTreeDepth * 3 + 1));   U32 stackSize = 1;   // Kick off the stack with the root node.   stack[0].startT   = 0;   stack[0].endT     = 1;   stack[0].squarePos.set(0,0);   stack[0].level    = mTreeDepth - 1;   //Con::printf("QuadTreeTracer::castRay(%x)", this);   // Aright, now let's do some raycasting!   while(stackSize--)   {      // Get the current node for easy access...      RayStackNode *sn = stack + stackSize;      const U32 level         = sn->level;      const F32 startT        = sn->startT;      const F32 endT          = sn->endT;      const Point2I squarePos = sn->squarePos;      AssertFatal((startT >= 0.f) && (startT <= 1.f),  "QuadTreeTracer::castRay - out of range startT on stack!");      AssertFatal((endT >= 0.f) && (endT <= 1.f),     "QuadTreeTracer::castRay - out of range endT   on stack!");      //Con::printf(" -- node(%d, %d @ %d), sT=%f, eT=%f", squarePos.x, squarePos.y, level, startT, endT);      // Figure our start and end Z.      const F32 startZ = startT * (end.z - start.z) + start.z;      const F32 endZ   = endT   * (end.z - start.z) + start.z;      // Ok, now let's see if we hit the lower bound      const F32 squareMin = getSquareMin(level, squarePos);      if(startZ < squareMin && endZ < squareMin)         continue; //Nope, skip out.      // Hmm, let's check the upper bound.      const F32 squareMax = getSquareMax(level, squarePos);      if(startZ > squareMax && endZ > squareMax)         continue; //Nope, skip out.      // We might be intersecting something... If we've hit      // the tree depth let's deal with the leaf intersection.      if(level == 0)      {         //Con::printf(" ++ check node(%d, %d @ %d), sT=%f, eT=%f", squarePos.x, squarePos.y, level, startT, endT);         if(castLeafRay(squarePos, start, end, startT, endT, info))         {            PROFILE_END();            return true; // We hit, tell 'em so!         }         continue; // Otherwise, keep looking.      }      else      {         // Ok, we have to push our children as we're an inner node.         // First, figure out some widths...         U32 subSqSize  = BIT(level - 1);         // Now, calculate intercepts so we know how to deal with this         // situation... (intercept = position, int = t value for that pos)         const F32 xIntercept = (squarePos.x + subSqSize) * invSize;         F32 xInt = calcInterceptX(start.x, invDeltaX, xIntercept);         const F32 yIntercept = (squarePos.y + subSqSize) * invSize;         F32 yInt = calcInterceptY(start.y, invDeltaY, yIntercept);         // Our starting position for this subray...         const F32 startX = startT * (end.x - start.x) + start.x;         const F32 startY = startT * (end.y - start.y) + start.y;         // Deal with squares that might be "behind" the ray.         if(xInt < startT) xInt = F32_MAX;         if(yInt < startT) yInt = F32_MAX;         // Do a little magic to calculate our next checks...         const U32 x0 = (startX > xIntercept) * subSqSize;         const U32 y0 = (startY > yIntercept) * subSqSize;         const U32 x1 = subSqSize - x0;         const U32 y1 = subSqSize - y0;         const U32 nextLevel = level - 1;         // Ok, now let's figure out what nodes, in what order, need to go         // on the stack. We push things on in reverse order of processing.         if(xInt > endT && yInt > endT)         {            stack[stackSize].squarePos.set(squarePos.x + x0, squarePos.y + y0);            stack[stackSize].level = nextLevel;            stackSize++;         }         else if(xInt < yInt)         {            F32 nextIntersect = endT;            if(yInt <= endT)            {               stack[stackSize].squarePos.set(squarePos.x + x1, squarePos.y + y1);               stack[stackSize].startT = yInt;               stack[stackSize].endT   = endT;               stack[stackSize].level  = nextLevel;               nextIntersect = yInt;               stackSize++;            }            // Do middle two, order doesn't matter.            stack[stackSize].squarePos.set(squarePos.x + x1, squarePos.y + y0);            stack[stackSize].startT = xInt;            stack[stackSize].endT   = nextIntersect;            stack[stackSize].level  = nextLevel;            stack[stackSize+1].squarePos.set(squarePos.x + x0, squarePos.y + y0);            stack[stackSize+1].startT = startT;            stack[stackSize+1].endT   = xInt;            stack[stackSize+1].level  = nextLevel;            stackSize += 2;         }         else if(yInt < xInt)         {            F32 nextIntersect = endT;            if(xInt <= endT)            {               stack[stackSize].squarePos.set(squarePos.x + x1, squarePos.y + y1);               stack[stackSize].startT = xInt;               stack[stackSize].endT   = endT;               stack[stackSize].level  = nextLevel;               nextIntersect = xInt;               stackSize++;            }            stack[stackSize].squarePos.set(squarePos.x + x0, squarePos.y + y1);            stack[stackSize].startT  = yInt;            stack[stackSize].endT    = nextIntersect;            stack[stackSize].level   = nextLevel;            stack[stackSize+1].squarePos.set(squarePos.x + x0, squarePos.y + y0);            stack[stackSize+1].startT = startT;            stack[stackSize+1].endT   = yInt;            stack[stackSize+1].level  = nextLevel;            stackSize += 2;         }         else         {            stack[stackSize].squarePos.set(squarePos.x + x1, squarePos.y + y1);            stack[stackSize].startT = xInt;            stack[stackSize].endT   = endT;            stack[stackSize].level  = nextLevel;            stack[stackSize+1].squarePos.set(squarePos.x + x0, squarePos.y + y0);            stack[stackSize+1].startT = startT;            stack[stackSize+1].endT   = xInt;            stack[stackSize+1].level  = nextLevel;            stackSize += 2;         }      }   }   // Nothing found, so give up.   PROFILE_END();   return false;}
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