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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #ifndef _QUADTREETRACER_H_
- #define _QUADTREETRACER_H_
- #include "platform/platform.h"
- #include "math/mPoint3.h"
- #include "scene/sceneObject.h"
- /// Helper class to perform a fast, recursive ray cast against a set of
- /// hierarchical bounding boxes.
- ///
- /// This class assumes that it is working on a unit quadtree (ie, one that
- /// extends from 0..1 in the XY dimensions. Z scale is unaffected).
- ///
- /// Node indexing is done TGE Terrain style - 0 is the largest level of the
- /// quadtree, while coordinates are always in the full range of the quadtree
- /// (in a 6 deep tree, 0..63, for instance). This allows the quadtree descent
- /// to be very fast!
- class QuadTreeTracer
- {
- protected:
- struct StackNode
- {
- Point2I squarePos;
- U32 level;
- };
- struct RayStackNode : StackNode
- {
- F32 startT;
- F32 endT;
- };
- U32 mTreeDepth;
- QuadTreeTracer(U32 treeDepth)
- : mTreeDepth(treeDepth)
- {
- }
- /// Children better implement these! They return min/max height bounds
- /// of the specified square.
- virtual const F32 getSquareMin(const U32 &level, const Point2I &pos) const = 0;
- virtual const F32 getSquareMax(const U32 &level, const Point2I &pos) const = 0;
- /// And this does checks on leaf nodes.
- virtual bool castLeafRay(const Point2I pos, const Point3F &start, const Point3F &end, const F32 &startT, const F32 &endT, RayInfo *info) = 0;
- /// Helper function to calculate intercepts.
- inline const F32 calcIntercept(const F32 vStart, const F32 invDeltaV, const F32 intercept) const
- {
- return (intercept - vStart) * invDeltaV;
- }
- public:
- /// Size of a quadtree of depth.
- static inline const U32 getNodeCount(const U32 depth)
- {
- return 0x55555555 & ((1 << depth*2) - 1);
- }
- /// Index of a node at given position in a quadtree.
- static inline const U32 getNodeIndex(const U32 level, const Point2I pos)
- {
- //AssertFatal(level < mTreeDepth, "QuadTreeTracer::getNodeIndex - out of range level!)
- AssertFatal(pos.x < BIT(level) && pos.x >= 0 , "QuadTreeTracer::getNodeIndex - out of range x for level!");
- AssertFatal(pos.y < BIT(level) && pos.y >= 0 , "QuadTreeTracer::getNodeIndex - out of range y for level!");
- const U32 base = getNodeCount(level);
- return base + (pos.x << level) + pos.y;
- }
- /// Cast a ray against a quadtree of hierarchical bounding boxes.
- ///
- /// This method assumes the quadtree extends from (0..1) along the
- /// X and Y axes. Z is unscaled. You may need to adjust the points
- /// you pass into this method to get the proper results.
- bool castRay(const Point3F &start, const Point3F &end, RayInfo *info);
- };
- #endif
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