* system: the system we created above which will deal with the data
*
* call bh_create( bh_tree *bh, u32 item_count )
- * VG_STATIC int bh_ray( bh_tree *bh, u32 inode, v3f co, v3f dir, ray_hit *hit )
- * VG_STATIC int bh_select( bh_tree *bh, boxf box, u32 *buffer, int len )
+ * static int bh_ray( bh_tree *bh, u32 inode, v3f co, v3f dir, ray_hit *hit )
+ * static int bh_select( bh_tree *bh, boxf box, u32 *buffer, int len )
*/
typedef struct bh_node bh_node;
};
struct bh_system{
+ u32 system_type;
void (*expand_bound)( void *user, boxf bound, u32 item_index );
float (*item_centroid)( void *user, u32 item_index, int axis );
void (*item_closest)( void *user, u32 item_index, v3f point, v3f closest );
int (*cast_ray)( void *user, u32 index, v3f co, v3f dir, ray_hit *hit );
};
-VG_STATIC void bh_update_bounds( bh_tree *bh, u32 inode ){
+static float scene_bh_centroid( void *user, u32 item_index, int axis );
+static void scene_bh_swap( void *user, u32 ia, u32 ib );
+static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index );
+
+static void bh_update_bounds( bh_tree *bh, u32 inode ){
bh_node *node = &bh->nodes[ inode ];
box_init_inf( node->bbx );
for( u32 i=0; i<node->count; i++ ){
u32 idx = node->start+i;
- bh->system->expand_bound( bh->user, node->bbx, idx );
+ if( bh->system->system_type == 0x1 )
+ scene_bh_expand_bound( bh->user, node->bbx, idx );
+ else
+ bh->system->expand_bound( bh->user, node->bbx, idx );
}
}
-VG_STATIC void bh_subdivide( bh_tree *bh, u32 inode ){
+static void bh_subdivide( bh_tree *bh, u32 inode ){
bh_node *node = &bh->nodes[ inode ];
if( node->count <= bh->max_per_leaf )
float split = node->bbx[0][axis] + extent[axis]*0.5f;
float avg = 0.0;
- for( u32 t=0; t<node->count; t++ )
- {
+ for( u32 t=0; t<node->count; t++ ){
u32 idx = node->start+t;
- avg += bh->system->item_centroid( bh->user, idx, axis );
+
+ if( bh->system->system_type == 0x1 )
+ avg += scene_bh_centroid( bh->user, idx, axis );
+ else
+ avg += bh->system->item_centroid( bh->user, idx, axis );
}
avg /= (float)node->count;
split = avg;
j = i + node->count-1;
while( i <= j ){
- if( bh->system->item_centroid( bh->user, i, axis ) < split )
+ f32 centroid;
+
+ if( bh->system->system_type == 0x1 )
+ centroid = scene_bh_centroid( bh->user, i, axis );
+ else
+ centroid = bh->system->item_centroid( bh->user, i, axis );
+
+ if( centroid < split )
i ++;
else{
- bh->system->item_swap( bh->user, i, j );
+ if( bh->system->system_type == 0x1 )
+ scene_bh_swap( bh->user, i, j );
+ else
+ bh->system->item_swap( bh->user, i, j );
j --;
}
}
bh_subdivide( bh, ir );
}
-VG_STATIC bh_tree *bh_create( void *lin_alloc, bh_system *system,
+static bh_tree *bh_create( void *lin_alloc, bh_system *system,
void *user, u32 item_count, u32 max_per_leaf ){
assert( max_per_leaf > 0 );
* Draw items in this leaf node.
* *item_debug() must be set!
*/
-VG_STATIC void bh_debug_leaf( bh_tree *bh, bh_node *node ){
+static void bh_debug_leaf( bh_tree *bh, bh_node *node ){
vg_line_boxf( node->bbx, 0xff00ff00 );
if( bh->system->item_debug ){
/*
* Trace the bh tree all the way down to the leaf nodes where pos is inside
*/
-VG_STATIC void bh_debug_trace( bh_tree *bh, u32 inode, v3f pos, u32 colour ){
+static void bh_debug_trace( bh_tree *bh, u32 inode, v3f pos, u32 colour ){
bh_node *node = &bh->nodes[ inode ];
if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) &&
}
}
-VG_STATIC int bh_ray( bh_tree *bh, v3f co, v3f dir, ray_hit *hit ){
- if( bh->node_count < 2 )
- return 0;
-
- int count = 0;
- u32 stack[100];
- u32 depth = 2;
-
- stack[0] = 0;
- stack[1] = bh->nodes[0].il;
- stack[2] = bh->nodes[0].ir;
-
- v3f dir_inv;
- v3_div( (v3f){1.0f,1.0f,1.0f}, dir, dir_inv );
-
- while(depth){
- bh_node *inode = &bh->nodes[ stack[depth] ];
- if( ray_aabb1( inode->bbx, co, dir_inv, hit->dist ) ){
- if( inode->count ){
- for( u32 i=0; i<inode->count; i++ ){
- u32 idx = inode->start+i;
-
- if( bh->system->cast_ray )
- count += bh->system->cast_ray( bh->user, idx, co, dir, hit );
- else
- count ++;
- }
-
- depth --;
- }
- else{
- if( depth+1 >= vg_list_size(stack) ){
- vg_error( "Maximum stack reached!\n" );
- return count;
- }
-
- stack[depth] = inode->il;
- stack[depth+1] = inode->ir;
- depth ++;
- }
- }
- else{
- depth --;
- }
- }
-
- return count;
-}
-
typedef struct bh_iter bh_iter;
struct bh_iter{
struct {
enum bh_query_type{
k_bh_query_box,
- k_bh_query_ray
+ k_bh_query_ray,
+ k_bh_query_range
}
query;
f32 max_dist;
}
ray;
+
+ struct {
+ v3f co;
+ f32 dist_sqr;
+ }
+ range;
};
i32 depth, i;
};
-VG_STATIC void bh_iter_init_box( i32 root, bh_iter *it, boxf box ){
- it->query = k_bh_query_box;
+static void bh_iter_init_generic( i32 root, bh_iter *it ){
it->stack[0].id = root;
it->stack[0].depth = 0;
it->depth = 0;
it->i = 0;
+}
+
+static void bh_iter_init_box( i32 root, bh_iter *it, boxf box ){
+ bh_iter_init_generic( root, it );
+ it->query = k_bh_query_box;
box_copy( box, it->box.box );
}
-VG_STATIC void bh_iter_init_ray( i32 root, bh_iter *it, v3f co,
+static void bh_iter_init_ray( i32 root, bh_iter *it, v3f co,
v3f dir, f32 max_dist ){
+ bh_iter_init_generic( root, it );
it->query = k_bh_query_ray;
- it->stack[0].id = root;
- it->stack[0].depth = 0;
- it->depth = 0;
- it->i = 0;
v3_div( (v3f){1.0f,1.0f,1.0f}, dir, it->ray.inv_dir );
v3_copy( co, it->ray.co );
it->ray.max_dist = max_dist;
}
-VG_STATIC i32 bh_next( bh_tree *bh, bh_iter *it, i32 *em ){
+static void bh_iter_init_range( i32 root, bh_iter *it, v3f co, f32 range ){
+ bh_iter_init_generic( root, it );
+ it->query = k_bh_query_range;
+
+ v3_copy( co, it->range.co );
+ it->range.dist_sqr = range*range;
+}
+
+/* NOTE: does not compute anything beyond the leaf level. element level tests
+ * should be implemented by the users code.
+ *
+ * this is like a 'broad phase only' deal.
+ */
+static i32 bh_next( bh_tree *bh, bh_iter *it, i32 *em ){
while( it->depth >= 0 ){
bh_node *inode = &bh->nodes[ it->stack[it->depth].id ];
/* Only process overlapping nodes */
i32 q = 0;
- if( it->query == k_bh_query_box )
- q = box_overlap( inode->bbx, it->box.box );
- else
- q = ray_aabb1( inode->bbx, it->ray.co,
- it->ray.inv_dir, it->ray.max_dist );
+ if( it->i ) /* already checked */
+ q = 1;
+ else{
+ if( it->query == k_bh_query_box )
+ q = box_overlap( inode->bbx, it->box.box );
+ else if( it->query == k_bh_query_ray )
+ q = ray_aabb1( inode->bbx, it->ray.co,
+ it->ray.inv_dir, it->ray.max_dist );
+ else {
+ v3f nearest;
+ closest_point_aabb( it->range.co, inode->bbx, nearest );
+
+ if( v3_dist2( nearest, it->range.co ) <= it->range.dist_sqr )
+ q = 1;
+ }
+ }
if( !q ){
it->depth --;
return 0;
}
-VG_STATIC int bh_closest_point( bh_tree *bh, v3f pos,
+static int bh_closest_point( bh_tree *bh, v3f pos,
v3f closest, float max_dist )
{
if( bh->node_count < 2 )