AABBTreeBuilder.cpp 6.2 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <Jolt/Jolt.h>
  4. #include <Jolt/AABBTree/AABBTreeBuilder.h>
  5. JPH_NAMESPACE_BEGIN
  6. AABBTreeBuilder::Node::Node()
  7. {
  8. mChild[0] = nullptr;
  9. mChild[1] = nullptr;
  10. }
  11. AABBTreeBuilder::Node::~Node()
  12. {
  13. delete mChild[0];
  14. delete mChild[1];
  15. }
  16. uint AABBTreeBuilder::Node::GetMinDepth() const
  17. {
  18. if (HasChildren())
  19. {
  20. uint left = mChild[0]->GetMinDepth();
  21. uint right = mChild[1]->GetMinDepth();
  22. return min(left, right) + 1;
  23. }
  24. else
  25. return 1;
  26. }
  27. uint AABBTreeBuilder::Node::GetMaxDepth() const
  28. {
  29. if (HasChildren())
  30. {
  31. uint left = mChild[0]->GetMaxDepth();
  32. uint right = mChild[1]->GetMaxDepth();
  33. return max(left, right) + 1;
  34. }
  35. else
  36. return 1;
  37. }
  38. uint AABBTreeBuilder::Node::GetNodeCount() const
  39. {
  40. if (HasChildren())
  41. return mChild[0]->GetNodeCount() + mChild[1]->GetNodeCount() + 1;
  42. else
  43. return 1;
  44. }
  45. uint AABBTreeBuilder::Node::GetLeafNodeCount() const
  46. {
  47. if (HasChildren())
  48. return mChild[0]->GetLeafNodeCount() + mChild[1]->GetLeafNodeCount();
  49. else
  50. return 1;
  51. }
  52. uint AABBTreeBuilder::Node::GetTriangleCountInTree() const
  53. {
  54. if (HasChildren())
  55. return mChild[0]->GetTriangleCountInTree() + mChild[1]->GetTriangleCountInTree();
  56. else
  57. return GetTriangleCount();
  58. }
  59. void AABBTreeBuilder::Node::GetTriangleCountPerNode(float &outAverage, uint &outMin, uint &outMax) const
  60. {
  61. outMin = INT_MAX;
  62. outMax = 0;
  63. outAverage = 0;
  64. uint avg_divisor = 0;
  65. GetTriangleCountPerNodeInternal(outAverage, avg_divisor, outMin, outMax);
  66. if (avg_divisor > 0)
  67. outAverage /= avg_divisor;
  68. }
  69. float AABBTreeBuilder::Node::CalculateSAHCost(float inCostTraversal, float inCostLeaf) const
  70. {
  71. float surface_area = mBounds.GetSurfaceArea();
  72. return surface_area > 0.0f? CalculateSAHCostInternal(inCostTraversal / surface_area, inCostLeaf / surface_area) : 0.0f;
  73. }
  74. void AABBTreeBuilder::Node::GetNChildren(uint inN, Array<const Node *> &outChildren) const
  75. {
  76. JPH_ASSERT(outChildren.empty());
  77. // Check if there is anything to expand
  78. if (!HasChildren())
  79. return;
  80. // Start with the children of this node
  81. outChildren.push_back(mChild[0]);
  82. outChildren.push_back(mChild[1]);
  83. size_t next = 0;
  84. bool all_triangles = true;
  85. while (outChildren.size() < inN)
  86. {
  87. // If we have looped over all nodes, start over with the first node again
  88. if (next >= outChildren.size())
  89. {
  90. // If there only triangle nodes left, we have to terminate
  91. if (all_triangles)
  92. return;
  93. next = 0;
  94. all_triangles = true;
  95. }
  96. // Try to expand this node into its two children
  97. const Node *to_expand = outChildren[next];
  98. if (to_expand->HasChildren())
  99. {
  100. outChildren.erase(outChildren.begin() + next);
  101. outChildren.push_back(to_expand->mChild[0]);
  102. outChildren.push_back(to_expand->mChild[1]);
  103. all_triangles = false;
  104. }
  105. else
  106. {
  107. ++next;
  108. }
  109. }
  110. }
  111. float AABBTreeBuilder::Node::CalculateSAHCostInternal(float inCostTraversalDivSurfaceArea, float inCostLeafDivSurfaceArea) const
  112. {
  113. if (HasChildren())
  114. return inCostTraversalDivSurfaceArea * mBounds.GetSurfaceArea()
  115. + mChild[0]->CalculateSAHCostInternal(inCostTraversalDivSurfaceArea, inCostLeafDivSurfaceArea)
  116. + mChild[1]->CalculateSAHCostInternal(inCostTraversalDivSurfaceArea, inCostLeafDivSurfaceArea);
  117. else
  118. return inCostLeafDivSurfaceArea * mBounds.GetSurfaceArea() * GetTriangleCount();
  119. }
  120. void AABBTreeBuilder::Node::GetTriangleCountPerNodeInternal(float &outAverage, uint &outAverageDivisor, uint &outMin, uint &outMax) const
  121. {
  122. if (HasChildren())
  123. {
  124. mChild[0]->GetTriangleCountPerNodeInternal(outAverage, outAverageDivisor, outMin, outMax);
  125. mChild[1]->GetTriangleCountPerNodeInternal(outAverage, outAverageDivisor, outMin, outMax);
  126. }
  127. else
  128. {
  129. outAverage += GetTriangleCount();
  130. outAverageDivisor++;
  131. outMin = min(outMin, GetTriangleCount());
  132. outMax = max(outMax, GetTriangleCount());
  133. }
  134. }
  135. AABBTreeBuilder::AABBTreeBuilder(TriangleSplitter &inSplitter, uint inMaxTrianglesPerLeaf) :
  136. mTriangleSplitter(inSplitter),
  137. mMaxTrianglesPerLeaf(inMaxTrianglesPerLeaf)
  138. {
  139. }
  140. AABBTreeBuilder::Node *AABBTreeBuilder::Build(AABBTreeBuilderStats &outStats)
  141. {
  142. TriangleSplitter::Range initial = mTriangleSplitter.GetInitialRange();
  143. Node *root = BuildInternal(initial);
  144. float avg_triangles_per_leaf;
  145. uint min_triangles_per_leaf, max_triangles_per_leaf;
  146. root->GetTriangleCountPerNode(avg_triangles_per_leaf, min_triangles_per_leaf, max_triangles_per_leaf);
  147. mTriangleSplitter.GetStats(outStats.mSplitterStats);
  148. outStats.mSAHCost = root->CalculateSAHCost(1.0f, 1.0f);
  149. outStats.mMinDepth = root->GetMinDepth();
  150. outStats.mMaxDepth = root->GetMaxDepth();
  151. outStats.mNodeCount = root->GetNodeCount();
  152. outStats.mLeafNodeCount = root->GetLeafNodeCount();
  153. outStats.mMaxTrianglesPerLeaf = mMaxTrianglesPerLeaf;
  154. outStats.mTreeMinTrianglesPerLeaf = min_triangles_per_leaf;
  155. outStats.mTreeMaxTrianglesPerLeaf = max_triangles_per_leaf;
  156. outStats.mTreeAvgTrianglesPerLeaf = avg_triangles_per_leaf;
  157. return root;
  158. }
  159. AABBTreeBuilder::Node *AABBTreeBuilder::BuildInternal(const TriangleSplitter::Range &inTriangles)
  160. {
  161. // Check if there are too many triangles left
  162. if (inTriangles.Count() > mMaxTrianglesPerLeaf)
  163. {
  164. // Split triangles in two batches
  165. TriangleSplitter::Range left, right;
  166. if (!mTriangleSplitter.Split(inTriangles, left, right))
  167. {
  168. JPH_IF_DEBUG(Trace("AABBTreeBuilder: Doing random split for %d triangles (max per node: %d)!", (int)inTriangles.Count(), mMaxTrianglesPerLeaf);)
  169. int half = inTriangles.Count() / 2;
  170. JPH_ASSERT(half > 0);
  171. left = TriangleSplitter::Range(inTriangles.mBegin, inTriangles.mBegin + half);
  172. right = TriangleSplitter::Range(inTriangles.mBegin + half, inTriangles.mEnd);
  173. }
  174. // Recursively build
  175. Node *node = new Node();
  176. node->mChild[0] = BuildInternal(left);
  177. node->mChild[1] = BuildInternal(right);
  178. node->mBounds = node->mChild[0]->mBounds;
  179. node->mBounds.Encapsulate(node->mChild[1]->mBounds);
  180. return node;
  181. }
  182. // Create leaf node
  183. Node *node = new Node();
  184. node->mTriangles.reserve(inTriangles.Count());
  185. for (uint i = inTriangles.mBegin; i < inTriangles.mEnd; ++i)
  186. {
  187. const IndexedTriangle &t = mTriangleSplitter.GetTriangle(i);
  188. const VertexList &v = mTriangleSplitter.GetVertices();
  189. node->mTriangles.push_back(t);
  190. node->mBounds.Encapsulate(v, t);
  191. }
  192. return node;
  193. }
  194. JPH_NAMESPACE_END