493 lines
13 KiB
C++
493 lines
13 KiB
C++
/* Copyright (C) John W. Ratcliff, 2001.
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* All rights reserved worldwide.
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*
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* This software is provided "as is" without express or implied
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* warranties. You may freely copy and compile this source into
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* applications you distribute provided that the copyright text
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* below is included in the resulting source code, for example:
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* "Portions Copyright (C) John W. Ratcliff, 2001"
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*/
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#pragma once
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/***********************************************************************/
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/** SPHEREPACK.H: Contains all of the support code for Sphere Trees. */
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/** */
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/** Written by John W. Ratcliff jratcliff@att.net */
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/***********************************************************************/
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#include <assert.h>
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#include "vector.h" // need 3d vector support.
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#include "pool.h" // need memory pool template class.
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#include "sphere.h" // Need sphere base class.
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#include "frustum.h" // Need to know what a frustum is.
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#define DEMO 0// true if running in windows test app
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enum SpherePackFlag
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{
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SPF_SUPERSPHERE =(1<<0), // this is a supersphere, allocated and deleted by us
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SPF_ROOT_TREE =(1<<1), // member of the root tree
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SPF_LEAF_TREE =(1<<2), // member of the leaf node tree
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SPF_ROOTNODE =(1<<3), // this is the root node
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SPF_RECOMPUTE =(1<<4), // needs recomputed bounding sphere
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SPF_INTEGRATE =(1<<5), // needs to be reintegrated into tree
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// Frame-to-frame view frustum status. Only does callbacks when a
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// state change occurs.
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SPF_HIDDEN =(1<<6), // outside of view frustum
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SPF_PARTIAL =(1<<7), // partially inside view frustum
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SPF_INSIDE =(1<<8) // completely inside view frustum
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};
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class SpherePackFactory; // forward reference the factory.
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class SpherePack; // forward reference the sphere package
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#pragma warning(push)
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#pragma warning(disable:4100)
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// Virtual base class, used to implement callbacks for RayTracing,
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// range testing, and frustum culling.
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class SpherePackCallback
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{
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public:
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SpherePackCallback() {}
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virtual ~SpherePackCallback() {}
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virtual void VisibilityCallback(const Frustum &f, // frustum clipped against
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SpherePack *sphere, // leaf node sphere in question
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ViewState state) // new state it is in.
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{};
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virtual void RayTraceCallback(const Vector3d &p1, // source pos of ray
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const Vector3d &dir, // direction of ray
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float distance, // distance of ray
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const Vector3d §, // intersection location
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SpherePack *sphere) // sphere ray hit
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{};
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virtual void RangeTestCallback(const Vector3d &searchpos, // position we are performing range test against.
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float distance, // squared distance we are range searching against.
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SpherePack *sphere,
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ViewState state) // sphere within range, VS_PARTIAL if sphere straddles range test
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{};
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virtual void PointTest2dCallback(const Vector3d &searchpos, // position we are performing range test against.
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SpherePack *sphere,
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ViewState state) // sphere within range, VS_PARTIAL if sphere straddles range test
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{};
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private:
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};
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#pragma warning(pop)
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class SpherePack : public Sphere
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{
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public:
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SpherePack(void)
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{
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mUserData = 0; // default user data is null
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mFactory = 0; // factory we are a member of
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mNext = 0; // linked list pointers
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mPrevious = 0;
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mParent = 0;
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mNextSibling = 0; // our brothers and sisters at this level.
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mPrevSibling = 0;
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mChildren = 0; // our children.
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mChildCount = 0; // number of children we have.
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mFifo1 = 0; // our FIFO1 location if we have one.
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mFifo2 = 0; // our FIFO2 location if we have one.
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SetRadius(0); // default radius
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mCenter.Set(0,0,0); // default center position.
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IS_SPHERE = false;
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};
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virtual ~SpherePack()
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{
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}
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void Init(SpherePackFactory *factory, // factory we belong to
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const Vector3d &pos, // center of sphere
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float radius, // radius of sphere
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void *userdata, bool isSphere) // user data
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{
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IS_SPHERE = isSphere;
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mUserData = userdata;
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mParent = 0;
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mNextSibling = 0;
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mPrevSibling = 0;
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mFlags = 0;
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mFifo1 = 0;
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mFifo2 = 0;
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mFactory = factory;
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mCenter = pos;
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SetRadius(radius);
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};
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// Access to SpherePack bit flags.
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void SetSpherePackFlag(SpherePackFlag flag) { mFlags|=flag; };
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void ClearSpherePackFlag(SpherePackFlag flag) { mFlags&=~flag; };
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bool HasSpherePackFlag(SpherePackFlag flag) const
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{
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if ( mFlags & flag ) return true;
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return false;
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};
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void SetParent(SpherePack *pack) { mParent = pack; };
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SpherePack * GetParent(void) const { return mParent; };
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// Sphere has a new position.
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inline void NewPos(const Vector3d &pos);
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// Sphere has a new position and radius
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inline void NewPosRadius(const Vector3d &pos,float radius);
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void Unlink(void)
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{
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if ( mFifo1 ) // if we belong to fifo1, null us out
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{
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*mFifo1 = 0;
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mFifo1 = 0;
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}
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if ( mFifo2 ) // if we belong to fifo2, null us out
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{
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*mFifo2 = 0;
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mFifo2 = 0;
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}
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if ( mParent ) mParent->LostChild(this);
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assert( !mChildren ); // can't unlink guys with children!
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mParent = 0; // got no father anymore
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}
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void AddChild(SpherePack *pack)
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{
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SpherePack *my_child = mChildren;
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mChildren = pack; // new head of list
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pack->SetNextSibling(my_child); // his next is my old next
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pack->SetPrevSibling(0); // at head of list, no previous
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pack->SetParent(this);
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if ( my_child ) my_child->SetPrevSibling(pack); // previous now this..
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mChildCount++;
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#if defined(_DEBUG)
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float dist = DistanceSquared(pack);
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float radius = sqrtf(dist) + pack->GetRadius();
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assert( radius <= GetRadius()+0.0001f );
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#endif
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}
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void SetNextSibling(SpherePack *child) { mNextSibling = child; }
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void SetPrevSibling(SpherePack *child) { mPrevSibling = child; }
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SpherePack * _GetNextSibling(void) const
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{
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return mNextSibling;
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}
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SpherePack * _GetPrevSibling(void) const
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{
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return mPrevSibling;
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}
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SpherePack * GetChildren(void) const { return mChildren; }
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SpherePack * GetNext(void) const { return mNext; };
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SpherePack * GetPrevious(void) const { return mPrevious; };
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void SetNext(SpherePack *pack) { mNext = pack; };
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void SetPrevious(SpherePack *pack) { mPrevious = pack; };
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void * GetUserData(void) const { return mUserData; };
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void SetUserData(void *data, bool isSphere) { mUserData = data; IS_SPHERE=isSphere;};
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float DistanceSquared(const SpherePack *pack) const { return mCenter.DistanceSq( pack->mCenter ); };
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inline void LostChild(SpherePack *pack);
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const Vector3d& GetPos(void) const { return mCenter; };
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inline void Render(unsigned int color);
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inline bool Recompute(float gravy);
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int GetChildCount(void) const { return mChildCount; };
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#if DEMO
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void SetColor(unsigned int color) { mColor = color; };
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unsigned int GetColor(void) const { return mColor; };
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#endif
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void SetFifo1(SpherePack **fifo)
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{
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mFifo1 = fifo;
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};
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void SetFifo2(SpherePack **fifo)
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{
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mFifo2 = fifo;
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};
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void ComputeBindingDistance(SpherePack *parent)
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{
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mBindingDistance = parent->GetRadius() - GetRadius();
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if ( mBindingDistance <= 0 )
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mBindingDistance = 0;
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else
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mBindingDistance*=mBindingDistance;
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}
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void VisibilityTest(const Frustum &f,
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SpherePackCallback *callback,
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ViewState state);
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void RayTrace(const Vector3d &p1, // origin of Ray
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const Vector3d &dir, // direction of Ray
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float distance, // length of ray.
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SpherePackCallback *callback);
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void RangeTest(const Vector3d &p,
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float distance,
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SpherePackCallback *callback,
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ViewState state);
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void PointTest2d(const Vector3d &p,
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SpherePackCallback *callback,
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ViewState state);
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void Reset(void);
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private:
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SpherePack *mNext;
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SpherePack *mPrevious; // used by pool memory management linked list code
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SpherePack *mParent;
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SpherePack *mChildren; // *my* children
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SpherePack *mNextSibling; // doubly linked list of my brothers
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SpherePack *mPrevSibling; // and sisters
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SpherePack **mFifo1; // address of location inside of fifo1
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SpherePack **mFifo2; // address of location inside of fifo2
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long mFlags; // my bit flags.
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long mChildCount; // number of children
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float mBindingDistance;
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void *mUserData;
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SpherePackFactory *mFactory; // the factory we are a member of.
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#if DEMO
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unsigned long mColor;
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#endif
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public:
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bool IS_SPHERE;
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};
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class SpherePackFifo
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{
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public:
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SpherePackFifo(int fifosize)
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{
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mCount = 0;
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mSP = 0;
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mBottom = 0;
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mFifoSize = fifosize;
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mFifo = new SpherePack *[mFifoSize];
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};
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virtual ~SpherePackFifo(void)
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{
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delete [] mFifo;
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};
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SpherePack ** Push(SpherePack *sphere)
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{
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mCount++;
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SpherePack **ret = &mFifo[mSP];
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mFifo[mSP] = sphere;
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mSP++;
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if ( mSP == mFifoSize ) mSP = 0;
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return ret;
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};
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SpherePack * Pop(void)
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{
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while ( mSP != mBottom )
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{
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mCount--;
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SpherePack *ret = mFifo[mBottom];
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mBottom++;
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if ( mBottom == mFifoSize ) mBottom = 0;
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if ( ret ) return ret;
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}
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return 0;
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}
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bool Flush(SpherePack *pack)
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{
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if ( mSP == mBottom ) return false;
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int i = mBottom;
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while ( i != mSP )
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{
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if ( mFifo[i] == pack )
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{
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mFifo[i] = 0;
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return true;
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}
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i++;
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if ( i == mFifoSize ) i = 0;
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}
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return false;
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};
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int GetCount(void) const { return mCount; };
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private:
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int mCount;
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int mSP; // stack pointer
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int mBottom;
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int mFifoSize;
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SpherePack **mFifo;
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};
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class SpherePackFactory : public SpherePackCallback
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{
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public:
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SpherePackFactory(int maxspheres,
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float rootsize,
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float leafsize,
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float gravy);
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virtual ~SpherePackFactory(void);
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void Process(void);
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SpherePack *AddSphere_(const Vector3d &pos,
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float radius,
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void *userdata,
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bool isSphere,
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int flags=SPF_LEAF_TREE);
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void AddIntegrate(SpherePack *pack); // add to the integration FIFO
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void AddRecompute(SpherePack *recompute); // add to the recomputation (balancing) FIFO.
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void Integrate(SpherePack *pack,SpherePack *supersphere,float node_size);
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void Render(void);
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void Remove(SpherePack *pack);
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// see if any other spheres are contained within this one, if so
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// collapse them and inherit their children.
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#if DEMO
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unsigned int GetColor(void);
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#endif
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void FrustumTest(const Frustum &f,SpherePackCallback *callback);
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void RayTrace(const Vector3d &p1, // source
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const Vector3d &p2, // dest
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SpherePackCallback *callback);
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void RangeTest(const Vector3d ¢er,float radius,SpherePackCallback *callback);
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void PointTest2d(const Vector3d ¢er, SpherePackCallback *callback);
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virtual void RayTraceCallback(const Vector3d &p1, // source pos of ray
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const Vector3d &dir, // direction of ray
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float distance, // distance of ray
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const Vector3d §, // intersection location
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SpherePack *sphere);
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virtual void RangeTestCallback(const Vector3d &p,float distance,SpherePack *sphere,ViewState state);
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virtual void PointTest2dCallback(const Vector3d &p, SpherePack *sphere,ViewState state);
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virtual void VisibilityCallback(const Frustum &f,SpherePack *sphere,ViewState state);
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void Reset(void);
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private:
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SpherePack *mRoot; // 1024x1024 root node of all active spheres.
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SpherePack *mLeaf; // 1024x1024 root node of all active spheres.
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SpherePackCallback *mCallback;
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Pool< SpherePack > mSpheres; // all spheres possibly represented.
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SpherePackFifo *mIntegrate; // integration fifo
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SpherePackFifo *mRecompute; // recomputation fifo
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#if DEMO
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#define MAXCOLORS 12
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int mColorCount;
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unsigned int mColors[MAXCOLORS];
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#endif
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float mMaxRootSize; // maximum size of a root node supersphere
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float mMaxLeafSize; // maximum size of the leaf node supersphere
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float mSuperSphereGravy; // binding distance gravy.
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};
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//*** Source code placed in header file so that it will be inlined!
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void SpherePack::NewPos(const Vector3d &pos)
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{
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mCenter = pos; // set our new center position.
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// is we have a parent (meaning we are a valid leaf node) and we have not already been flagged for re-integration, then.....
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if (mParent && !HasSpherePackFlag(SPF_INTEGRATE))
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{
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float dist = DistanceSquared(mParent); // compute squared distance to our parent.
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if (dist >= mBindingDistance) // if that exceeds our binding distance...
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{
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// If our parent, is not already marked to be recomputed (rebalance the sphere), then add him to the recomputation fifo.
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mFactory->AddRecompute(mParent);
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// Unlink ourselves from the parent sphere and place ourselves into the root node.
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Unlink();
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mFactory->AddIntegrate(this); // add ourselves to the re-integration fifo.
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}
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}
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}
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void SpherePack::NewPosRadius(const Vector3d &pos,float radius)
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{
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// New position and, possibly, a new radius.
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mCenter = pos;
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if (mParent && !HasSpherePackFlag(SPF_INTEGRATE))
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{
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if (radius != GetRadius())
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{
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SetRadius(radius);
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ComputeBindingDistance(mParent);
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}
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mFactory->AddRecompute(mParent);
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float dist = DistanceSquared(mParent);
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if (dist >= mBindingDistance)
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{
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Unlink();
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mFactory->AddIntegrate(this);
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}
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}
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}
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