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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.
- //-----------------------------------------------------------------------------
- #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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