File size: 5,037 Bytes
0c51b93
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.

#pragma once

#include "core.h"
#include "maths.h"

#include <vector>

class AABBTree
{
	AABBTree(const AABBTree&);
	AABBTree& operator=(const AABBTree&);

public:

    AABBTree(const Vec3* vertices, uint32_t numVerts, const uint32_t* indices, uint32_t numFaces);

	bool TraceRaySlow(const Vec3& start, const Vector3& dir, float& outT, float& u, float& v, float& w, float& faceSign, uint32_t& faceIndex) const;
    bool TraceRay(const Vec3& start, const Vector3& dir, float& outT, float& u, float& v, float& w, float& faceSign, uint32_t& faceIndex) const;

    void DebugDraw();
    
    Vector3 GetCenter() const { return (m_nodes[0].m_minExtents+m_nodes[0].m_maxExtents)*0.5f; }
    Vector3 GetMinExtents() const { return m_nodes[0].m_minExtents; }
    Vector3 GetMaxExtents() const { return m_nodes[0].m_maxExtents; }
	
#if _WIN32
    // stats (reset each trace)
    static uint32_t GetTraceDepth() { return s_traceDepth; }
#endif
	
private:

    void DebugDrawRecursive(uint32_t nodeIndex, uint32_t depth);

    struct Node
    {
        Node() 	
            : m_numFaces(0)
            , m_faces(NULL)
            , m_minExtents(0.0f)
            , m_maxExtents(0.0f)
        {
        }

		union
		{
			uint32_t m_children;
			uint32_t m_numFaces;			
		};

		uint32_t* m_faces;        
        Vector3 m_minExtents;
        Vector3 m_maxExtents;
    };


    struct Bounds
    {
        Bounds() : m_min(0.0f), m_max(0.0f)
        {
        }

        Bounds(const Vector3& min, const Vector3& max) : m_min(min), m_max(max)
        {
        }

        inline float GetVolume() const
        {
            Vector3 e = m_max-m_min;
            return (e.x*e.y*e.z);
        }

        inline float GetSurfaceArea() const
        {
            Vector3 e = m_max-m_min;
            return 2.0f*(e.x*e.y + e.x*e.z + e.y*e.z);
        }

        inline void Union(const Bounds& b)
        {
            m_min = Min(m_min, b.m_min);
            m_max = Max(m_max, b.m_max);
        }

        Vector3 m_min;
        Vector3 m_max;
    };

    typedef std::vector<uint32_t> IndexArray;
    typedef std::vector<Vec3> PositionArray;
    typedef std::vector<Node> NodeArray;
    typedef std::vector<uint32_t> FaceArray;
    typedef std::vector<Bounds> FaceBoundsArray;

	// partition the objects and return the number of objects in the lower partition
	uint32_t PartitionMedian(Node& n, uint32_t* faces, uint32_t numFaces);
	uint32_t PartitionSAH(Node& n, uint32_t* faces, uint32_t numFaces);

    void Build();
    void BuildRecursive(uint32_t nodeIndex, uint32_t* faces, uint32_t numFaces);
    void TraceRecursive(uint32_t nodeIndex, const Vec3& start, const Vector3& dir, float& outT, float& u, float& v, float& w, float& faceSign, uint32_t& faceIndex) const;
 
    void CalculateFaceBounds(uint32_t* faces, uint32_t numFaces, Vector3& outMinExtents, Vector3& outMaxExtents);
    uint32_t GetNumFaces() const { return m_numFaces; }
	uint32_t GetNumNodes() const { return uint32_t(m_nodes.size()); }

	// track the next free node
	uint32_t m_freeNode;

    const Vec3* m_vertices;
    const uint32_t m_numVerts;

    const uint32_t* m_indices;
    const uint32_t m_numFaces;

    FaceArray m_faces;
    NodeArray m_nodes;
    FaceBoundsArray m_faceBounds;    

    // stats
    uint32_t m_treeDepth;
    uint32_t m_innerNodes;
    uint32_t m_leafNodes; 
	
#if _WIN32
   _declspec (thread) static uint32_t s_traceDepth;
#endif
};