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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/AABBTree/AABBTreeBuilder.h>
- #include <Jolt/Core/ByteBuffer.h>
- #include <Jolt/Geometry/IndexedTriangle.h>
- JPH_NAMESPACE_BEGIN
- /// Conversion algorithm that converts an AABB tree to an optimized binary buffer
- template <class TriangleCodec, class NodeCodec>
- class AABBTreeToBuffer
- {
- public:
- /// Header for the tree
- using NodeHeader = typename NodeCodec::Header;
- /// Size in bytes of the header of the tree
- static const int HeaderSize = NodeCodec::HeaderSize;
- /// Maximum number of children per node in the tree
- static const int NumChildrenPerNode = NodeCodec::NumChildrenPerNode;
- /// Header for the triangles
- using TriangleHeader = typename TriangleCodec::TriangleHeader;
- /// Size in bytes of the header for the triangles
- static const int TriangleHeaderSize = TriangleCodec::TriangleHeaderSize;
- /// Convert AABB tree. Returns false if failed.
- bool Convert(const Array<IndexedTriangle> &inTriangles, const Array<AABBTreeBuilder::Node> &inNodes, const VertexList &inVertices, const AABBTreeBuilder::Node *inRoot, bool inStoreUserData, const char *&outError)
- {
- typename NodeCodec::EncodingContext node_ctx;
- typename TriangleCodec::EncodingContext tri_ctx(inVertices);
- // Child nodes out of loop so we don't constantly realloc it
- Array<const AABBTreeBuilder::Node *> child_nodes;
- child_nodes.reserve(NumChildrenPerNode);
- // First calculate how big the tree is going to be.
- // Since the tree can be huge for very large meshes, we don't want
- // to reallocate the buffer as it may cause out of memory situations.
- // This loop mimics the construction loop below.
- uint64 total_size = HeaderSize + TriangleHeaderSize;
- size_t node_count = 1; // Start with root node
- size_t to_process_max_size = 1; // Track size of queues so we can do a single reserve below
- size_t to_process_triangles_max_size = 0;
- { // A scope to free the memory associated with to_estimate and to_estimate_triangles
- Array<const AABBTreeBuilder::Node *> to_estimate;
- Array<const AABBTreeBuilder::Node *> to_estimate_triangles;
- to_estimate.push_back(inRoot);
- for (;;)
- {
- while (!to_estimate.empty())
- {
- // Get the next node to process
- const AABBTreeBuilder::Node *node = to_estimate.back();
- to_estimate.pop_back();
- // Update total size
- node_ctx.PrepareNodeAllocate(node, total_size);
- if (node->HasChildren())
- {
- // Collect the first NumChildrenPerNode sub-nodes in the tree
- child_nodes.clear(); // Won't free the memory
- node->GetNChildren(inNodes, NumChildrenPerNode, child_nodes);
- // Increment the number of nodes we're going to store
- node_count += child_nodes.size();
- // Insert in reverse order so we estimate left child first when taking nodes from the back
- for (int idx = int(child_nodes.size()) - 1; idx >= 0; --idx)
- {
- // Store triangles in separate list so we process them last
- const AABBTreeBuilder::Node *child = child_nodes[idx];
- if (child->HasChildren())
- {
- to_estimate.push_back(child);
- to_process_max_size = max(to_estimate.size(), to_process_max_size);
- }
- else
- {
- to_estimate_triangles.push_back(child);
- to_process_triangles_max_size = max(to_estimate_triangles.size(), to_process_triangles_max_size);
- }
- }
- }
- else
- {
- // Update total size
- tri_ctx.PreparePack(&inTriangles[node->mTrianglesBegin], node->mNumTriangles, inStoreUserData, total_size);
- }
- }
- // If we've got triangles to estimate, loop again with just the triangles
- if (to_estimate_triangles.empty())
- break;
- else
- to_estimate.swap(to_estimate_triangles);
- }
- }
- // Finalize the prepare stage for the triangle context
- tri_ctx.FinalizePreparePack(total_size);
- // Reserve the buffer
- if (size_t(total_size) != total_size)
- {
- outError = "AABBTreeToBuffer: Out of memory!";
- return false;
- }
- mTree.reserve(size_t(total_size));
- // Add headers
- NodeHeader *header = HeaderSize > 0? mTree.Allocate<NodeHeader>() : nullptr;
- TriangleHeader *triangle_header = TriangleHeaderSize > 0? mTree.Allocate<TriangleHeader>() : nullptr;
- struct NodeData
- {
- const AABBTreeBuilder::Node * mNode = nullptr; // Node that this entry belongs to
- Vec3 mNodeBoundsMin; // Quantized node bounds
- Vec3 mNodeBoundsMax;
- size_t mNodeStart = size_t(-1); // Start of node in mTree
- size_t mTriangleStart = size_t(-1); // Start of the triangle data in mTree
- size_t mChildNodeStart[NumChildrenPerNode]; // Start of the children of the node in mTree
- size_t mChildTrianglesStart[NumChildrenPerNode]; // Start of the triangle data in mTree
- size_t * mParentChildNodeStart = nullptr; // Where to store mNodeStart (to patch mChildNodeStart of my parent)
- size_t * mParentTrianglesStart = nullptr; // Where to store mTriangleStart (to patch mChildTrianglesStart of my parent)
- uint mNumChildren = 0; // Number of children
- };
- Array<NodeData *> to_process;
- to_process.reserve(to_process_max_size);
- Array<NodeData *> to_process_triangles;
- to_process_triangles.reserve(to_process_triangles_max_size);
- Array<NodeData> node_list;
- node_list.reserve(node_count); // Needed to ensure that array is not reallocated, so we can keep pointers in the array
- NodeData root;
- root.mNode = inRoot;
- root.mNodeBoundsMin = inRoot->mBounds.mMin;
- root.mNodeBoundsMax = inRoot->mBounds.mMax;
- node_list.push_back(root);
- to_process.push_back(&node_list.back());
- for (;;)
- {
- while (!to_process.empty())
- {
- // Get the next node to process
- NodeData *node_data = to_process.back();
- to_process.pop_back();
- // Due to quantization box could have become bigger, not smaller
- JPH_ASSERT(AABox(node_data->mNodeBoundsMin, node_data->mNodeBoundsMax).Contains(node_data->mNode->mBounds), "AABBTreeToBuffer: Bounding box became smaller!");
- // Collect the first NumChildrenPerNode sub-nodes in the tree
- child_nodes.clear(); // Won't free the memory
- node_data->mNode->GetNChildren(inNodes, NumChildrenPerNode, child_nodes);
- node_data->mNumChildren = (uint)child_nodes.size();
- // Fill in default child bounds
- Vec3 child_bounds_min[NumChildrenPerNode], child_bounds_max[NumChildrenPerNode];
- for (size_t i = 0; i < NumChildrenPerNode; ++i)
- if (i < child_nodes.size())
- {
- child_bounds_min[i] = child_nodes[i]->mBounds.mMin;
- child_bounds_max[i] = child_nodes[i]->mBounds.mMax;
- }
- else
- {
- child_bounds_min[i] = Vec3::sZero();
- child_bounds_max[i] = Vec3::sZero();
- }
- // Start a new node
- node_data->mNodeStart = node_ctx.NodeAllocate(node_data->mNode, node_data->mNodeBoundsMin, node_data->mNodeBoundsMax, child_nodes, child_bounds_min, child_bounds_max, mTree, outError);
- if (node_data->mNodeStart == size_t(-1))
- return false;
- if (node_data->mNode->HasChildren())
- {
- // Insert in reverse order so we process left child first when taking nodes from the back
- for (int idx = int(child_nodes.size()) - 1; idx >= 0; --idx)
- {
- const AABBTreeBuilder::Node *child_node = child_nodes[idx];
- // Due to quantization box could have become bigger, not smaller
- JPH_ASSERT(AABox(child_bounds_min[idx], child_bounds_max[idx]).Contains(child_node->mBounds), "AABBTreeToBuffer: Bounding box became smaller!");
- // Add child to list of nodes to be processed
- NodeData child;
- child.mNode = child_node;
- child.mNodeBoundsMin = child_bounds_min[idx];
- child.mNodeBoundsMax = child_bounds_max[idx];
- child.mParentChildNodeStart = &node_data->mChildNodeStart[idx];
- child.mParentTrianglesStart = &node_data->mChildTrianglesStart[idx];
- node_list.push_back(child);
- // Store triangles in separate list so we process them last
- if (child_node->HasChildren())
- to_process.push_back(&node_list.back());
- else
- to_process_triangles.push_back(&node_list.back());
- }
- }
- else
- {
- // Add triangles
- node_data->mTriangleStart = tri_ctx.Pack(&inTriangles[node_data->mNode->mTrianglesBegin], node_data->mNode->mNumTriangles, inStoreUserData, mTree, outError);
- if (node_data->mTriangleStart == size_t(-1))
- return false;
- }
- // Patch offset into parent
- if (node_data->mParentChildNodeStart != nullptr)
- {
- *node_data->mParentChildNodeStart = node_data->mNodeStart;
- *node_data->mParentTrianglesStart = node_data->mTriangleStart;
- }
- }
- // If we've got triangles to process, loop again with just the triangles
- if (to_process_triangles.empty())
- break;
- else
- to_process.swap(to_process_triangles);
- }
- // Assert that our reservation was correct (we don't know if we swapped the arrays or not)
- JPH_ASSERT(to_process_max_size == to_process.capacity() || to_process_triangles_max_size == to_process.capacity());
- JPH_ASSERT(to_process_max_size == to_process_triangles.capacity() || to_process_triangles_max_size == to_process_triangles.capacity());
- // Finalize all nodes
- for (NodeData &n : node_list)
- if (!node_ctx.NodeFinalize(n.mNode, n.mNodeStart, n.mNumChildren, n.mChildNodeStart, n.mChildTrianglesStart, mTree, outError))
- return false;
- // Finalize the triangles
- tri_ctx.Finalize(inVertices, triangle_header, mTree);
- // Validate that our reservations were correct
- if (node_count != node_list.size())
- {
- outError = "Internal Error: Node memory estimate was incorrect, memory corruption!";
- return false;
- }
- if (total_size != mTree.size())
- {
- outError = "Internal Error: Tree memory estimate was incorrect, memory corruption!";
- return false;
- }
- // Finalize the nodes
- return node_ctx.Finalize(header, inRoot, node_list[0].mNodeStart, node_list[0].mTriangleStart, outError);
- }
- /// Get resulting data
- inline const ByteBuffer & GetBuffer() const
- {
- return mTree;
- }
- /// Get resulting data
- inline ByteBuffer & GetBuffer()
- {
- return mTree;
- }
- /// Get header for tree
- inline const NodeHeader * GetNodeHeader() const
- {
- return mTree.Get<NodeHeader>(0);
- }
- /// Get header for triangles
- inline const TriangleHeader * GetTriangleHeader() const
- {
- return mTree.Get<TriangleHeader>(HeaderSize);
- }
- /// Get root of resulting tree
- inline const void * GetRoot() const
- {
- return mTree.Get<void>(HeaderSize + TriangleHeaderSize);
- }
- private:
- ByteBuffer mTree; ///< Resulting tree structure
- };
- JPH_NAMESPACE_END
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