Backlog/lib/zphysics/libs/Jolt/AABBTree/AABBTreeToBuffer.h

246 lines
8.2 KiB
C++

// 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_SUPPRESS_WARNINGS_STD_BEGIN
#include <deque>
JPH_SUPPRESS_WARNINGS_STD_END
JPH_NAMESPACE_BEGIN
template <class T> using Deque = std::deque<T, STLAllocator<T>>;
/// 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 VertexList &inVertices, const AABBTreeBuilder::Node *inRoot, const char *&outError)
{
const typename NodeCodec::EncodingContext node_ctx;
typename TriangleCodec::EncodingContext tri_ctx(inVertices);
// Estimate the amount of memory required
uint tri_count = inRoot->GetTriangleCountInTree();
uint node_count = inRoot->GetNodeCount();
uint nodes_size = node_ctx.GetPessimisticMemoryEstimate(node_count);
uint total_size = HeaderSize + TriangleHeaderSize + nodes_size + tri_ctx.GetPessimisticMemoryEstimate(tri_count);
mTree.reserve(total_size);
// Reset counters
mNodesSize = 0;
// 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;
uint mNodeStart = uint(-1); // Start of node in mTree
uint mTriangleStart = uint(-1); // Start of the triangle data in mTree
uint mNumChildren = 0; // Number of children
uint mChildNodeStart[NumChildrenPerNode]; // Start of the children of the node in mTree
uint mChildTrianglesStart[NumChildrenPerNode]; // Start of the triangle data in mTree
uint * mParentChildNodeStart = nullptr; // Where to store mNodeStart (to patch mChildNodeStart of my parent)
uint * mParentTrianglesStart = nullptr; // Where to store mTriangleStart (to patch mChildTrianglesStart of my parent)
};
Deque<NodeData *> to_process;
Deque<NodeData *> to_process_triangles;
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());
// Child nodes out of loop so we don't constantly realloc it
Array<const AABBTreeBuilder::Node *> child_nodes;
child_nodes.reserve(NumChildrenPerNode);
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(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
uint old_size = (uint)mTree.size();
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 == uint(-1))
return false;
mNodesSize += (uint)mTree.size() - old_size;
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)
{
// Due to quantization box could have become bigger, not smaller
JPH_ASSERT(AABox(child_bounds_min[idx], child_bounds_max[idx]).Contains(child_nodes[idx]->mBounds), "AABBTreeToBuffer: Bounding box became smaller!");
// Add child to list of nodes to be processed
NodeData child;
child.mNode = child_nodes[idx];
child.mNodeBoundsMin = child_bounds_min[idx];
child.mNodeBoundsMax = child_bounds_max[idx];
child.mParentChildNodeStart = &node_data->mChildNodeStart[idx];
child.mParentTrianglesStart = &node_data->mChildTrianglesStart[idx];
NodeData *old = &node_list[0];
node_list.push_back(child);
if (old != &node_list[0])
{
outError = "Internal Error: Array reallocated, memory corruption!";
return false;
}
// Store triangles in separate list so we process them last
if (node_list.back().mNode->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(node_data->mNode->mTriangles, mTree, outError);
if (node_data->mTriangleStart == uint(-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);
}
// 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 we reserved enough memory
if (nodes_size < mNodesSize)
{
outError = "Internal Error: Not enough memory reserved for nodes!";
return false;
}
if (total_size < (uint)mTree.size())
{
outError = "Internal Error: Not enough memory reserved for triangles!";
return false;
}
// Finalize the nodes
if (!node_ctx.Finalize(header, inRoot, node_list[0].mNodeStart, node_list[0].mTriangleStart, outError))
return false;
// Shrink the tree, this will invalidate the header and triangle_header variables
mTree.shrink_to_fit();
return true;
}
/// 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
uint mNodesSize; ///< Size in bytes of the nodes in the buffer
};
JPH_NAMESPACE_END