/** * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2006 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Daniel Genrich, Andre Pinto * * ***** END GPL LICENSE BLOCK ***** */ #include "math.h" #include #include #include #include #include "MEM_guardedalloc.h" #include "BKE_utildefines.h" #include "BLI_kdopbvh.h" #include "BLI_arithb.h" #ifdef _OPENMP #include #endif #define MAX_TREETYPE 32 #define DEFAULT_FIND_NEAREST_HEAP_SIZE 1024 typedef struct BVHNode { struct BVHNode **children; struct BVHNode *parent; // some user defined traversed need that float *bv; // Bounding volume of all nodes, max 13 axis int index; // face, edge, vertex index char totnode; // how many nodes are used, used for speedup char main_axis; // Axis used to split this node } BVHNode; struct BVHTree { BVHNode **nodes; BVHNode *nodearray; /* pre-alloc branch nodes */ BVHNode **nodechild; // pre-alloc childs for nodes float *nodebv; // pre-alloc bounding-volumes for nodes float epsilon; /* epslion is used for inflation of the k-dop */ int totleaf; // leafs int totbranch; char tree_type; // type of tree (4 => quadtree) char axis; // kdop type (6 => OBB, 7 => AABB, ...) char start_axis, stop_axis; // KDOP_AXES array indices according to axis }; typedef struct BVHOverlapData { BVHTree *tree1, *tree2; BVHTreeOverlap *overlap; int i, max_overlap; /* i is number of overlaps */ int start_axis, stop_axis; } BVHOverlapData; typedef struct BVHNearestData { BVHTree *tree; const float *co; BVHTree_NearestPointCallback callback; void *userdata; float proj[13]; //coordinates projection over axis BVHTreeNearest nearest; } BVHNearestData; typedef struct BVHRayCastData { BVHTree *tree; BVHTree_RayCastCallback callback; void *userdata; BVHTreeRay ray; float ray_dot_axis[13]; BVHTreeRayHit hit; } BVHRayCastData; ////////////////////////////////////////m //////////////////////////////////////////////////////////////////////// // Bounding Volume Hierarchy Definition // // Notes: From OBB until 26-DOP --> all bounding volumes possible, just choose type below // Notes: You have to choose the type at compile time ITM // Notes: You can choose the tree type --> binary, quad, octree, choose below //////////////////////////////////////////////////////////////////////// static float KDOP_AXES[13][3] = { {1.0, 0, 0}, {0, 1.0, 0}, {0, 0, 1.0}, {1.0, 1.0, 1.0}, {1.0, -1.0, 1.0}, {1.0, 1.0, -1.0}, {1.0, -1.0, -1.0}, {1.0, 1.0, 0}, {1.0, 0, 1.0}, {0, 1.0, 1.0}, {1.0, -1.0, 0}, {1.0, 0, -1.0}, {0, 1.0, -1.0} }; /* * Generic push and pop heap */ #define PUSH_HEAP_BODY(HEAP_TYPE,PRIORITY,heap,heap_size) \ { \ HEAP_TYPE element = heap[heap_size-1]; \ int child = heap_size-1; \ while(child != 0) \ { \ int parent = (child-1) / 2; \ if(PRIORITY(element, heap[parent])) \ { \ heap[child] = heap[parent]; \ child = parent; \ } \ else break; \ } \ heap[child] = element; \ } #define POP_HEAP_BODY(HEAP_TYPE, PRIORITY,heap,heap_size) \ { \ HEAP_TYPE element = heap[heap_size-1]; \ int parent = 0; \ while(parent < (heap_size-1)/2 ) \ { \ int child2 = (parent+1)*2; \ if(PRIORITY(heap[child2-1], heap[child2])) \ --child2; \ \ if(PRIORITY(element, heap[child2])) \ break; \ \ heap[parent] = heap[child2]; \ parent = child2; \ } \ heap[parent] = element; \ } int ADJUST_MEMORY(void *local_memblock, void **memblock, int new_size, int *max_size, int size_per_item) { int new_max_size = *max_size * 2; void *new_memblock = NULL; if(new_size <= *max_size) return TRUE; if(*memblock == local_memblock) { new_memblock = malloc( size_per_item * new_max_size ); memcpy( new_memblock, *memblock, size_per_item * *max_size ); } else new_memblock = realloc(*memblock, size_per_item * new_max_size ); if(new_memblock) { *memblock = new_memblock; *max_size = new_max_size; return TRUE; } else return FALSE; } ////////////////////////////////////////////////////////////////////////////////////////////////////// // Introsort // with permission deriven from the following Java code: // http://ralphunden.net/content/tutorials/a-guide-to-introsort/ // and he derived it from the SUN STL ////////////////////////////////////////////////////////////////////////////////////////////////////// static int size_threshold = 16; /* * Common methods for all algorithms */ static int floor_lg(int a) { return (int)(floor(log(a)/log(2))); } /* * Insertion sort algorithm */ static void bvh_insertionsort(BVHNode **a, int lo, int hi, int axis) { int i,j; BVHNode *t; for (i=lo; i < hi; i++) { j=i; t = a[i]; while((j!=lo) && (t->bv[axis] < (a[j-1])->bv[axis])) { a[j] = a[j-1]; j--; } a[j] = t; } } static int bvh_partition(BVHNode **a, int lo, int hi, BVHNode * x, int axis) { int i=lo, j=hi; while (1) { while ((a[i])->bv[axis] < x->bv[axis]) i++; j--; while (x->bv[axis] < (a[j])->bv[axis]) j--; if(!(i < j)) return i; SWAP( BVHNode* , a[i], a[j]); i++; } } /* * Heapsort algorithm */ static void bvh_downheap(BVHNode **a, int i, int n, int lo, int axis) { BVHNode * d = a[lo+i-1]; int child; while (i<=n/2) { child = 2*i; if ((child < n) && ((a[lo+child-1])->bv[axis] < (a[lo+child])->bv[axis])) { child++; } if (!(d->bv[axis] < (a[lo+child-1])->bv[axis])) break; a[lo+i-1] = a[lo+child-1]; i = child; } a[lo+i-1] = d; } static void bvh_heapsort(BVHNode **a, int lo, int hi, int axis) { int n = hi-lo, i; for (i=n/2; i>=1; i=i-1) { bvh_downheap(a, i,n,lo, axis); } for (i=n; i>1; i=i-1) { SWAP(BVHNode*, a[lo],a[lo+i-1]); bvh_downheap(a, 1,i-1,lo, axis); } } static BVHNode *bvh_medianof3(BVHNode **a, int lo, int mid, int hi, int axis) // returns Sortable { if ((a[mid])->bv[axis] < (a[lo])->bv[axis]) { if ((a[hi])->bv[axis] < (a[mid])->bv[axis]) return a[mid]; else { if ((a[hi])->bv[axis] < (a[lo])->bv[axis]) return a[hi]; else return a[lo]; } } else { if ((a[hi])->bv[axis] < (a[mid])->bv[axis]) { if ((a[hi])->bv[axis] < (a[lo])->bv[axis]) return a[lo]; else return a[hi]; } else return a[mid]; } } /* * Quicksort algorithm modified for Introsort */ static void bvh_introsort_loop (BVHNode **a, int lo, int hi, int depth_limit, int axis) { int p; while (hi-lo > size_threshold) { if (depth_limit == 0) { bvh_heapsort(a, lo, hi, axis); return; } depth_limit=depth_limit-1; p=bvh_partition(a, lo, hi, bvh_medianof3(a, lo, lo+((hi-lo)/2)+1, hi-1, axis), axis); bvh_introsort_loop(a, p, hi, depth_limit, axis); hi=p; } } static void sort(BVHNode **a0, int begin, int end, int axis) { if (begin < end) { BVHNode **a=a0; bvh_introsort_loop(a, begin, end, 2*floor_lg(end-begin), axis); bvh_insertionsort(a, begin, end, axis); } } void sort_along_axis(BVHTree *tree, int start, int end, int axis) { sort(tree->nodes, start, end, axis); } //after a call to this function you can expect one of: // every node to left of a[n] are smaller or equal to it // every node to the right of a[n] are greater or equal to it int partition_nth_element(BVHNode **a, int _begin, int _end, int n, int axis){ int begin = _begin, end = _end, cut; while(end-begin > 3) { cut = bvh_partition(a, begin, end, bvh_medianof3(a, begin, (begin+end)/2, end-1, axis), axis ); if(cut <= n) begin = cut; else end = cut; } bvh_insertionsort(a, begin, end, axis); return n; } ////////////////////////////////////////////////////////////////////////////////////////////////////// /* * BVHTree bounding volumes functions */ static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoints, int moving) { float newminmax; float *bv = node->bv; int i, k; // don't init boudings for the moving case if(!moving) { for (i = tree->start_axis; i < tree->stop_axis; i++) { bv[2*i] = FLT_MAX; bv[2*i + 1] = -FLT_MAX; } } for(k = 0; k < numpoints; k++) { // for all Axes. for (i = tree->start_axis; i < tree->stop_axis; i++) { newminmax = INPR(&co[k * 3], KDOP_AXES[i]); if (newminmax < bv[2 * i]) bv[2 * i] = newminmax; if (newminmax > bv[(2 * i) + 1]) bv[(2 * i) + 1] = newminmax; } } } // depends on the fact that the BVH's for each face is already build static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end) { float newmin,newmax; int i, j; float *bv = node->bv; for (i = tree->start_axis; i < tree->stop_axis; i++) { bv[2*i] = FLT_MAX; bv[2*i + 1] = -FLT_MAX; } for (j = start; j < end; j++) { // for all Axes. for (i = tree->start_axis; i < tree->stop_axis; i++) { newmin = tree->nodes[j]->bv[(2 * i)]; if ((newmin < bv[(2 * i)])) bv[(2 * i)] = newmin; newmax = tree->nodes[j]->bv[(2 * i) + 1]; if ((newmax > bv[(2 * i) + 1])) bv[(2 * i) + 1] = newmax; } } } // only supports x,y,z axis in the moment // but we should use a plain and simple function here for speed sake static char get_largest_axis(float *bv) { float middle_point[3]; middle_point[0] = (bv[1]) - (bv[0]); // x axis middle_point[1] = (bv[3]) - (bv[2]); // y axis middle_point[2] = (bv[5]) - (bv[4]); // z axis if (middle_point[0] > middle_point[1]) { if (middle_point[0] > middle_point[2]) return 1; // max x axis else return 5; // max z axis } else { if (middle_point[1] > middle_point[2]) return 3; // max y axis else return 5; // max z axis } } // bottom-up update of bvh node BV // join the children on the parent BV static void node_join(BVHTree *tree, BVHNode *node) { int i, j; for (i = tree->start_axis; i < tree->stop_axis; i++) { node->bv[2*i] = FLT_MAX; node->bv[2*i + 1] = -FLT_MAX; } for (i = 0; i < tree->tree_type; i++) { if (node->children[i]) { for (j = tree->start_axis; j < tree->stop_axis; j++) { // update minimum if (node->children[i]->bv[(2 * j)] < node->bv[(2 * j)]) node->bv[(2 * j)] = node->children[i]->bv[(2 * j)]; // update maximum if (node->children[i]->bv[(2 * j) + 1] > node->bv[(2 * j) + 1]) node->bv[(2 * j) + 1] = node->children[i]->bv[(2 * j) + 1]; } } else break; } } /* * Debug and information functions */ #if 0 static void bvhtree_print_tree(BVHTree *tree, BVHNode *node, int depth) { int i; for(i=0; iindex, node - tree->nodearray); for(i=2*tree->start_axis; i<2*tree->stop_axis; i++) printf("%.3f ", node->bv[i]); printf("\n"); for(i=0; itree_type; i++) if(node->children[i]) bvhtree_print_tree(tree, node->children[i], depth+1); } static void bvhtree_info(BVHTree *tree) { printf("BVHTree info\n"); printf("tree_type = %d, axis = %d, epsilon = %f\n", tree->tree_type, tree->axis, tree->epsilon); printf("nodes = %d, branches = %d, leafs = %d\n", tree->totbranch + tree->totleaf, tree->totbranch, tree->totleaf); printf("Memory per node = %ldbytes\n", sizeof(BVHNode) + sizeof(BVHNode*)*tree->tree_type + sizeof(float)*tree->axis); printf("BV memory = %dbytes\n", MEM_allocN_len(tree->nodebv)); printf("Total memory = %ldbytes\n", sizeof(BVHTree) + MEM_allocN_len(tree->nodes) + MEM_allocN_len(tree->nodearray) + MEM_allocN_len(tree->nodechild) + MEM_allocN_len(tree->nodebv) ); // bvhtree_print_tree(tree, tree->nodes[tree->totleaf], 0); } #endif #if 0 static void verify_tree(BVHTree *tree) { int i, j, check = 0; // check the pointer list for(i = 0; i < tree->totleaf; i++) { if(tree->nodes[i]->parent == NULL) printf("Leaf has no parent: %d\n", i); else { for(j = 0; j < tree->tree_type; j++) { if(tree->nodes[i]->parent->children[j] == tree->nodes[i]) check = 1; } if(!check) { printf("Parent child relationship doesn't match: %d\n", i); } check = 0; } } // check the leaf list for(i = 0; i < tree->totleaf; i++) { if(tree->nodearray[i].parent == NULL) printf("Leaf has no parent: %d\n", i); else { for(j = 0; j < tree->tree_type; j++) { if(tree->nodearray[i].parent->children[j] == &tree->nodearray[i]) check = 1; } if(!check) { printf("Parent child relationship doesn't match: %d\n", i); } check = 0; } } printf("branches: %d, leafs: %d, total: %d\n", tree->totbranch, tree->totleaf, tree->totbranch + tree->totleaf); } #endif //Helper data and structures to build a min-leaf generalized implicit tree //This code can be easily reduced (basicly this is only method to calculate pow(k, n) in O(1).. and stuff like that) typedef struct BVHBuildHelper { int tree_type; // int totleafs; // int leafs_per_child [32]; //Min number of leafs that are archievable from a node at depth N int branches_on_level[32]; //Number of nodes at depth N (tree_type^N) int remain_leafs; //Number of leafs that are placed on the level that is not 100% filled } BVHBuildHelper; static void build_implicit_tree_helper(BVHTree *tree, BVHBuildHelper *data) { int depth = 0; int remain; int nnodes; data->totleafs = tree->totleaf; data->tree_type= tree->tree_type; //Calculate the smallest tree_type^n such that tree_type^n >= num_leafs for( data->leafs_per_child[0] = 1; data->leafs_per_child[0] < data->totleafs; data->leafs_per_child[0] *= data->tree_type ); data->branches_on_level[0] = 1; //We could stop the loop first (but I am lazy to find out when) for(depth = 1; depth < 32; depth++) { data->branches_on_level[depth] = data->branches_on_level[depth-1] * data->tree_type; data->leafs_per_child [depth] = data->leafs_per_child [depth-1] / data->tree_type; } remain = data->totleafs - data->leafs_per_child[1]; nnodes = (remain + data->tree_type - 2) / (data->tree_type - 1); data->remain_leafs = remain + nnodes; } // return the min index of all the leafs archivable with the given branch static int implicit_leafs_index(BVHBuildHelper *data, int depth, int child_index) { int min_leaf_index = child_index * data->leafs_per_child[depth-1]; if(min_leaf_index <= data->remain_leafs) return min_leaf_index; else if(data->leafs_per_child[depth]) return data->totleafs - (data->branches_on_level[depth-1] - child_index) * data->leafs_per_child[depth]; else return data->remain_leafs; } /** * Generalized implicit tree build * * An implicit tree is a tree where its structure is implied, thus there is no need to store child pointers or indexs. * Its possible to find the position of the child or the parent with simple maths (multiplication and adittion). This type * of tree is for example used on heaps.. where node N has its childs at indexs N*2 and N*2+1. * * Altought in this case the tree type is general.. and not know until runtime. * tree_type stands for the maximum number of childs that a tree node can have. * All tree types >= 2 are supported. * * Advantages of the used trees include: * - No need to store child/parent relations (they are implicit); * - Any node child always has an index greater than the parent; * - Brother nodes are sequencial in memory; * * * Some math relations derived for general implicit trees: * * K = tree_type, ( 2 <= K ) * ROOT = 1 * N child of node A = A * K + (2 - K) + N, (0 <= N < K) * * Util methods: * TODO... * (looping elements, knowing if its a leaf or not.. etc...) */ // This functions returns the number of branches needed to have the requested number of leafs. static int implicit_needed_branches(int tree_type, int leafs) { return MAX2(1, (leafs + tree_type - 3) / (tree_type-1) ); } /* * This function handles the problem of "sorting" the leafs (along the split_axis). * * It arranges the elements in the given partitions such that: * - any element in partition N is less or equal to any element in partition N+1. * - if all elements are diferent all partition will get the same subset of elements * as if the array was sorted. * * partition P is described as the elements in the range ( nth[P] , nth[P+1] ] * * TODO: This can be optimized a bit by doing a specialized nth_element instead of K nth_elements */ static void split_leafs(BVHNode **leafs_array, int *nth, int partitions, int split_axis) { int i; for(i=0; i < partitions-1; i++) { if(nth[i] >= nth[partitions]) break; partition_nth_element(leafs_array, nth[i], nth[partitions], nth[i+1], split_axis); } } /* * This functions builds an optimal implicit tree from the given leafs. * Where optimal stands for: * - The resulting tree will have the smallest number of branches; * - At most only one branch will have NULL childs; * - All leafs will be stored at level N or N+1. * * This function creates an implicit tree on branches_array, the leafs are given on the leafs_array. * * The tree is built per depth levels. First branchs at depth 1.. then branches at depth 2.. etc.. * The reason is that we can build level N+1 from level N witouth any data dependencies.. thus it allows * to use multithread building. * * To archieve this is necessary to find how much leafs are accessible from a certain branch, BVHBuildHelper * implicit_needed_branches and implicit_leafs_index are auxiliar functions to solve that "optimal-split". */ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array, BVHNode **leafs_array, int num_leafs) { int i; const int tree_type = tree->tree_type; const int tree_offset = 2 - tree->tree_type; //this value is 0 (on binary trees) and negative on the others const int num_branches= implicit_needed_branches(tree_type, num_leafs); BVHBuildHelper data; int depth; // set parent from root node to NULL BVHNode *tmp = branches_array+0; tmp->parent = NULL; //Most of bvhtree code relies on 1-leaf trees having at least one branch //We handle that special case here if(num_leafs == 1) { BVHNode *root = branches_array+0; refit_kdop_hull(tree, root, 0, num_leafs); root->main_axis = get_largest_axis(root->bv) / 2; root->totnode = 1; root->children[0] = leafs_array[0]; root->children[0]->parent = root; return; } branches_array--; //Implicit trees use 1-based indexs build_implicit_tree_helper(tree, &data); //Loop tree levels (log N) loops for(i=1, depth = 1; i <= num_branches; i = i*tree_type + tree_offset, depth++) { const int first_of_next_level = i*tree_type + tree_offset; const int end_j = MIN2(first_of_next_level, num_branches + 1); //index of last branch on this level int j; //Loop all branches on this level #pragma omp parallel for private(j) schedule(static) for(j = i; j < end_j; j++) { int k; const int parent_level_index= j-i; BVHNode* parent = branches_array + j; int nth_positions[ MAX_TREETYPE + 1]; char split_axis; int parent_leafs_begin = implicit_leafs_index(&data, depth, parent_level_index); int parent_leafs_end = implicit_leafs_index(&data, depth, parent_level_index+1); //This calculates the bounding box of this branch //and chooses the largest axis as the axis to divide leafs refit_kdop_hull(tree, parent, parent_leafs_begin, parent_leafs_end); split_axis = get_largest_axis(parent->bv); //Save split axis (this can be used on raytracing to speedup the query time) parent->main_axis = split_axis / 2; //Split the childs along the split_axis, note: its not needed to sort the whole leafs array //Only to assure that the elements are partioned on a way that each child takes the elements //it would take in case the whole array was sorted. //Split_leafs takes care of that "sort" problem. nth_positions[ 0] = parent_leafs_begin; nth_positions[tree_type] = parent_leafs_end; for(k = 1; k < tree_type; k++) { int child_index = j * tree_type + tree_offset + k; int child_level_index = child_index - first_of_next_level; //child level index nth_positions[k] = implicit_leafs_index(&data, depth+1, child_level_index); } split_leafs(leafs_array, nth_positions, tree_type, split_axis); //Setup children and totnode counters //Not really needed but currently most of BVH code relies on having an explicit children structure for(k = 0; k < tree_type; k++) { int child_index = j * tree_type + tree_offset + k; int child_level_index = child_index - first_of_next_level; //child level index int child_leafs_begin = implicit_leafs_index(&data, depth+1, child_level_index); int child_leafs_end = implicit_leafs_index(&data, depth+1, child_level_index+1); if(child_leafs_end - child_leafs_begin > 1) { parent->children[k] = branches_array + child_index; parent->children[k]->parent = parent; } else if(child_leafs_end - child_leafs_begin == 1) { parent->children[k] = leafs_array[ child_leafs_begin ]; parent->children[k]->parent = parent; } else break; parent->totnode = k+1; } } } } /* * BLI_bvhtree api */ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis) { BVHTree *tree; int numnodes, i; // theres not support for trees below binary-trees :P if(tree_type < 2) return NULL; if(tree_type > MAX_TREETYPE) return NULL; tree = (BVHTree *)MEM_callocN(sizeof(BVHTree), "BVHTree"); //tree epsilon must be >= FLT_EPSILON //so that tangent rays can still hit a bounding volume.. //this bug would show up when casting a ray aligned with a kdop-axis and with an edge of 2 faces epsilon = MAX2(FLT_EPSILON, epsilon); if(tree) { tree->epsilon = epsilon; tree->tree_type = tree_type; tree->axis = axis; if(axis == 26) { tree->start_axis = 0; tree->stop_axis = 13; } else if(axis == 18) { tree->start_axis = 7; tree->stop_axis = 13; } else if(axis == 14) { tree->start_axis = 0; tree->stop_axis = 7; } else if(axis == 8) // AABB { tree->start_axis = 0; tree->stop_axis = 4; } else if(axis == 6) // OBB { tree->start_axis = 0; tree->stop_axis = 3; } else { MEM_freeN(tree); return NULL; } //Allocate arrays numnodes = maxsize + implicit_needed_branches(tree_type, maxsize) + tree_type; tree->nodes = (BVHNode **)MEM_callocN(sizeof(BVHNode *)*numnodes, "BVHNodes"); if(!tree->nodes) { MEM_freeN(tree); return NULL; } tree->nodebv = (float*)MEM_callocN(sizeof(float)* axis * numnodes, "BVHNodeBV"); if(!tree->nodebv) { MEM_freeN(tree->nodes); MEM_freeN(tree); } tree->nodechild = (BVHNode**)MEM_callocN(sizeof(BVHNode*) * tree_type * numnodes, "BVHNodeBV"); if(!tree->nodechild) { MEM_freeN(tree->nodebv); MEM_freeN(tree->nodes); MEM_freeN(tree); } tree->nodearray = (BVHNode *)MEM_callocN(sizeof(BVHNode)* numnodes, "BVHNodeArray"); if(!tree->nodearray) { MEM_freeN(tree->nodechild); MEM_freeN(tree->nodebv); MEM_freeN(tree->nodes); MEM_freeN(tree); return NULL; } //link the dynamic bv and child links for(i=0; i< numnodes; i++) { tree->nodearray[i].bv = tree->nodebv + i * axis; tree->nodearray[i].children = tree->nodechild + i * tree_type; } } return tree; } void BLI_bvhtree_free(BVHTree *tree) { if(tree) { MEM_freeN(tree->nodes); MEM_freeN(tree->nodearray); MEM_freeN(tree->nodebv); MEM_freeN(tree->nodechild); MEM_freeN(tree); } } void BLI_bvhtree_balance(BVHTree *tree) { int i; BVHNode* branches_array = tree->nodearray + tree->totleaf; BVHNode** leafs_array = tree->nodes; //This function should only be called once (some big bug goes here if its being called more than once per tree) assert(tree->totbranch == 0); //Build the implicit tree non_recursive_bvh_div_nodes(tree, branches_array, leafs_array, tree->totleaf); //current code expects the branches to be linked to the nodes array //we perform that linkage here tree->totbranch = implicit_needed_branches(tree->tree_type, tree->totleaf); for(i = 0; i < tree->totbranch; i++) tree->nodes[tree->totleaf + i] = branches_array + i; //bvhtree_info(tree); } int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints) { int i; BVHNode *node = NULL; // insert should only possible as long as tree->totbranch is 0 if(tree->totbranch > 0) return 0; if(tree->totleaf+1 >= MEM_allocN_len(tree->nodes)/sizeof(*(tree->nodes))) return 0; // TODO check if have enough nodes in array node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]); tree->totleaf++; create_kdop_hull(tree, node, co, numpoints, 0); node->index= index; // inflate the bv with some epsilon for (i = tree->start_axis; i < tree->stop_axis; i++) { node->bv[(2 * i)] -= tree->epsilon; // minimum node->bv[(2 * i) + 1] += tree->epsilon; // maximum } return 1; } // call before BLI_bvhtree_update_tree() int BLI_bvhtree_update_node(BVHTree *tree, int index, float *co, float *co_moving, int numpoints) { int i; BVHNode *node= NULL; // check if index exists if(index > tree->totleaf) return 0; node = tree->nodearray + index; create_kdop_hull(tree, node, co, numpoints, 0); if(co_moving) create_kdop_hull(tree, node, co_moving, numpoints, 1); // inflate the bv with some epsilon for (i = tree->start_axis; i < tree->stop_axis; i++) { node->bv[(2 * i)] -= tree->epsilon; // minimum node->bv[(2 * i) + 1] += tree->epsilon; // maximum } return 1; } // call BLI_bvhtree_update_node() first for every node/point/triangle void BLI_bvhtree_update_tree(BVHTree *tree) { //Update bottom=>top //TRICKY: the way we build the tree all the childs have an index greater than the parent //This allows us todo a bottom up update by starting on the biger numbered branch BVHNode** root = tree->nodes + tree->totleaf; BVHNode** index = tree->nodes + tree->totleaf + tree->totbranch-1; for (; index >= root; index--) node_join(tree, *index); } float BLI_bvhtree_getepsilon(BVHTree *tree) { return tree->epsilon; } /* * BLI_bvhtree_overlap */ // overlap - is it possbile for 2 bv's to collide ? static int tree_overlap(BVHNode *node1, BVHNode *node2, int start_axis, int stop_axis) { float *bv1 = node1->bv; float *bv2 = node2->bv; float *bv1_end = bv1 + (stop_axis<<1); bv1 += start_axis<<1; bv2 += start_axis<<1; // test all axis if min + max overlap for (; bv1 != bv1_end; bv1+=2, bv2+=2) { if ((*(bv1) > *(bv2 + 1)) || (*(bv2) > *(bv1 + 1))) return 0; } return 1; } static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2) { int j; if(tree_overlap(node1, node2, data->start_axis, data->stop_axis)) { // check if node1 is a leaf if(!node1->totnode) { // check if node2 is a leaf if(!node2->totnode) { if(node1 == node2) { return; } if(data->i >= data->max_overlap) { // try to make alloc'ed memory bigger data->overlap = realloc(data->overlap, sizeof(BVHTreeOverlap)*data->max_overlap*2); if(!data->overlap) { printf("Out of Memory in traverse\n"); return; } data->max_overlap *= 2; } // both leafs, insert overlap! data->overlap[data->i].indexA = node1->index; data->overlap[data->i].indexB = node2->index; data->i++; } else { for(j = 0; j < data->tree2->tree_type; j++) { if(node2->children[j]) traverse(data, node1, node2->children[j]); } } } else { for(j = 0; j < data->tree2->tree_type; j++) { if(node1->children[j]) traverse(data, node1->children[j], node2); } } } return; } BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result) { int j, total = 0; BVHTreeOverlap *overlap = NULL, *to = NULL; BVHOverlapData **data; // check for compatibility of both trees (can't compare 14-DOP with 18-DOP) if((tree1->axis != tree2->axis) && (tree1->axis == 14 || tree2->axis == 14) && (tree1->axis == 18 || tree2->axis == 18)) return 0; // fast check root nodes for collision before doing big splitting + traversal if(!tree_overlap(tree1->nodes[tree1->totleaf], tree2->nodes[tree2->totleaf], MIN2(tree1->start_axis, tree2->start_axis), MIN2(tree1->stop_axis, tree2->stop_axis))) return 0; data = MEM_callocN(sizeof(BVHOverlapData *)* tree1->tree_type, "BVHOverlapData_star"); for(j = 0; j < tree1->tree_type; j++) { data[j] = (BVHOverlapData *)MEM_callocN(sizeof(BVHOverlapData), "BVHOverlapData"); // init BVHOverlapData data[j]->overlap = (BVHTreeOverlap *)malloc(sizeof(BVHTreeOverlap)*MAX2(tree1->totleaf, tree2->totleaf)); data[j]->tree1 = tree1; data[j]->tree2 = tree2; data[j]->max_overlap = MAX2(tree1->totleaf, tree2->totleaf); data[j]->i = 0; data[j]->start_axis = MIN2(tree1->start_axis, tree2->start_axis); data[j]->stop_axis = MIN2(tree1->stop_axis, tree2->stop_axis ); } #pragma omp parallel for private(j) schedule(static) for(j = 0; j < MIN2(tree1->tree_type, tree1->nodes[tree1->totleaf]->totnode); j++) { traverse(data[j], tree1->nodes[tree1->totleaf]->children[j], tree2->nodes[tree2->totleaf]); } for(j = 0; j < tree1->tree_type; j++) total += data[j]->i; to = overlap = (BVHTreeOverlap *)MEM_callocN(sizeof(BVHTreeOverlap)*total, "BVHTreeOverlap"); for(j = 0; j < tree1->tree_type; j++) { memcpy(to, data[j]->overlap, data[j]->i*sizeof(BVHTreeOverlap)); to+=data[j]->i; } for(j = 0; j < tree1->tree_type; j++) { free(data[j]->overlap); MEM_freeN(data[j]); } MEM_freeN(data); (*result) = total; return overlap; } /* * Nearest neighbour - BLI_bvhtree_find_nearest */ static float squared_dist(const float *a, const float *b) { float tmp[3]; VECSUB(tmp, a, b); return INPR(tmp, tmp); } //Determines the nearest point of the given node BV. Returns the squared distance to that point. static float calc_nearest_point(const float *proj, BVHNode *node, float *nearest) { int i; const float *bv = node->bv; //nearest on AABB hull for(i=0; i != 3; i++, bv += 2) { if(bv[0] > proj[i]) nearest[i] = bv[0]; else if(bv[1] < proj[i]) nearest[i] = bv[1]; else nearest[i] = proj[i]; } /* //nearest on a general hull VECCOPY(nearest, data->co); for(i = data->tree->start_axis; i != data->tree->stop_axis; i++, bv+=2) { float proj = INPR( nearest, KDOP_AXES[i]); float dl = bv[0] - proj; float du = bv[1] - proj; if(dl > 0) { VECADDFAC(nearest, nearest, KDOP_AXES[i], dl); } else if(du < 0) { VECADDFAC(nearest, nearest, KDOP_AXES[i], du); } } */ return squared_dist(proj, nearest); } typedef struct NodeDistance { BVHNode *node; float dist; } NodeDistance; #define NodeDistance_priority(a,b) ( (a).dist < (b).dist ) // TODO: use a priority queue to reduce the number of nodes looked on static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node) { if(node->totnode == 0) { if(data->callback) data->callback(data->userdata , node->index, data->co, &data->nearest); else { data->nearest.index = node->index; data->nearest.dist = calc_nearest_point(data->proj, node, data->nearest.co); } } else { //Better heuristic to pick the closest node to dive on int i; float nearest[3]; if(data->proj[ node->main_axis ] <= node->children[0]->bv[node->main_axis*2+1]) { for(i=0; i != node->totnode; i++) { if( calc_nearest_point(data->proj, node->children[i], nearest) >= data->nearest.dist) continue; dfs_find_nearest_dfs(data, node->children[i]); } } else { for(i=node->totnode-1; i >= 0 ; i--) { if( calc_nearest_point(data->proj, node->children[i], nearest) >= data->nearest.dist) continue; dfs_find_nearest_dfs(data, node->children[i]); } } } } static void dfs_find_nearest_begin(BVHNearestData *data, BVHNode *node) { float nearest[3], sdist; sdist = calc_nearest_point(data->proj, node, nearest); if(sdist >= data->nearest.dist) return; dfs_find_nearest_dfs(data, node); } #if 0 static void NodeDistance_push_heap(NodeDistance *heap, int heap_size) PUSH_HEAP_BODY(NodeDistance, NodeDistance_priority, heap, heap_size) static void NodeDistance_pop_heap(NodeDistance *heap, int heap_size) POP_HEAP_BODY(NodeDistance, NodeDistance_priority, heap, heap_size) //NN function that uses an heap.. this functions leads to an optimal number of min-distance //but for normal tri-faces and BV 6-dop.. a simple dfs with local heuristics (as implemented //in source/blender/blenkernel/intern/shrinkwrap.c) works faster. // //It may make sense to use this function if the callback queries are very slow.. or if its impossible //to get a nice heuristic // //this function uses "malloc/free" instead of the MEM_* because it intends to be openmp safe static void bfs_find_nearest(BVHNearestData *data, BVHNode *node) { int i; NodeDistance default_heap[DEFAULT_FIND_NEAREST_HEAP_SIZE]; NodeDistance *heap=default_heap, current; int heap_size = 0, max_heap_size = sizeof(default_heap)/sizeof(default_heap[0]); float nearest[3]; int callbacks = 0, push_heaps = 0; if(node->totnode == 0) { dfs_find_nearest_dfs(data, node); return; } current.node = node; current.dist = calc_nearest_point(data->proj, node, nearest); while(current.dist < data->nearest.dist) { // printf("%f : %f\n", current.dist, data->nearest.dist); for(i=0; i< current.node->totnode; i++) { BVHNode *child = current.node->children[i]; if(child->totnode == 0) { callbacks++; dfs_find_nearest_dfs(data, child); } else { //adjust heap size if(heap_size >= max_heap_size && ADJUST_MEMORY(default_heap, (void**)&heap, heap_size+1, &max_heap_size, sizeof(heap[0])) == FALSE) { printf("WARNING: bvh_find_nearest got out of memory\n"); if(heap != default_heap) free(heap); return; } heap[heap_size].node = current.node->children[i]; heap[heap_size].dist = calc_nearest_point(data->proj, current.node->children[i], nearest); if(heap[heap_size].dist >= data->nearest.dist) continue; heap_size++; NodeDistance_push_heap(heap, heap_size); // PUSH_HEAP_BODY(NodeDistance, NodeDistance_priority, heap, heap_size); push_heaps++; } } if(heap_size == 0) break; current = heap[0]; NodeDistance_pop_heap(heap, heap_size); // POP_HEAP_BODY(NodeDistance, NodeDistance_priority, heap, heap_size); heap_size--; } // printf("hsize=%d, callbacks=%d, pushs=%d\n", heap_size, callbacks, push_heaps); if(heap != default_heap) free(heap); } #endif int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata) { int i; BVHNearestData data; BVHNode* root = tree->nodes[tree->totleaf]; //init data to search data.tree = tree; data.co = co; data.callback = callback; data.userdata = userdata; for(i = data.tree->start_axis; i != data.tree->stop_axis; i++) { data.proj[i] = INPR(data.co, KDOP_AXES[i]); } if(nearest) { memcpy( &data.nearest , nearest, sizeof(*nearest) ); } else { data.nearest.index = -1; data.nearest.dist = FLT_MAX; } //dfs search if(root) dfs_find_nearest_begin(&data, root); //copy back results if(nearest) { memcpy(nearest, &data.nearest, sizeof(*nearest)); } return data.nearest.index; } /* * Raycast - BLI_bvhtree_ray_cast * * raycast is done by performing a DFS on the BVHTree and saving the closest hit */ //Determines the distance that the ray must travel to hit the bounding volume of the given node static float ray_nearest_hit(BVHRayCastData *data, float *bv) { int i; float low = 0, upper = data->hit.dist; for(i=0; i != 3; i++, bv += 2) { if(data->ray_dot_axis[i] == 0.0f) { //axis aligned ray if(data->ray.origin[i] < bv[0] - data->ray.radius || data->ray.origin[i] > bv[1] + data->ray.radius) return FLT_MAX; } else { float ll = (bv[0] - data->ray.radius - data->ray.origin[i]) / data->ray_dot_axis[i]; float lu = (bv[1] + data->ray.radius - data->ray.origin[i]) / data->ray_dot_axis[i]; if(data->ray_dot_axis[i] > 0.0f) { if(ll > low) low = ll; if(lu < upper) upper = lu; } else { if(lu > low) low = lu; if(ll < upper) upper = ll; } if(low > upper) return FLT_MAX; } } return low; } static void dfs_raycast(BVHRayCastData *data, BVHNode *node) { int i; //ray-bv is really fast.. and simple tests revealed its worth to test it //before calling the ray-primitive functions float dist = ray_nearest_hit(data, node->bv); if(dist >= data->hit.dist) return; if(node->totnode == 0) { if(data->callback) data->callback(data->userdata, node->index, &data->ray, &data->hit); else { data->hit.index = node->index; data->hit.dist = dist; VECADDFAC(data->hit.co, data->ray.origin, data->ray.direction, dist); } } else { //pick loop direction to dive into the tree (based on ray direction and split axis) if(data->ray_dot_axis[ (int)node->main_axis ] > 0.0f) { for(i=0; i != node->totnode; i++) { dfs_raycast(data, node->children[i]); } } else { for(i=node->totnode-1; i >= 0; i--) { dfs_raycast(data, node->children[i]); } } } } int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata) { int i; BVHRayCastData data; BVHNode * root = tree->nodes[tree->totleaf]; data.tree = tree; data.callback = callback; data.userdata = userdata; VECCOPY(data.ray.origin, co); VECCOPY(data.ray.direction, dir); data.ray.radius = radius; Normalize(data.ray.direction); for(i=0; i<3; i++) { data.ray_dot_axis[i] = INPR( data.ray.direction, KDOP_AXES[i]); if(fabs(data.ray_dot_axis[i]) < FLT_EPSILON) data.ray_dot_axis[i] = 0.0; } if(hit) memcpy( &data.hit, hit, sizeof(*hit) ); else { data.hit.index = -1; data.hit.dist = FLT_MAX; } if(root) dfs_raycast(&data, root); if(hit) memcpy( hit, &data.hit, sizeof(*hit) ); return data.hit.index; } float BLI_bvhtree_bb_raycast(float *bv, float *light_start, float *light_end, float *pos) { BVHRayCastData data; float dist = 0.0; data.hit.dist = FLT_MAX; // get light direction data.ray.direction[0] = light_end[0] - light_start[0]; data.ray.direction[1] = light_end[1] - light_start[1]; data.ray.direction[2] = light_end[2] - light_start[2]; data.ray.radius = 0.0; data.ray.origin[0] = light_start[0]; data.ray.origin[1] = light_start[1]; data.ray.origin[2] = light_start[2]; Normalize(data.ray.direction); VECCOPY(data.ray_dot_axis, data.ray.direction); dist = ray_nearest_hit(&data, bv); if(dist > 0.0) { VECADDFAC(pos, light_start, data.ray.direction, dist); } return dist; } /* * Range Query - as request by broken :P * * Allocs and fills an array with the indexs of node that are on the given spherical range (center, radius) * Returns the size of the array. */ typedef struct RangeQueryData { BVHTree *tree; const float *center; float radius; //squared radius int hits; BVHTree_RangeQuery callback; void *userdata; } RangeQueryData; static void dfs_range_query(RangeQueryData *data, BVHNode *node) { if(node->totnode == 0) { //Calculate the node min-coords (if the node was a point then this is the point coordinates) float co[3]; co[0] = node->bv[0]; co[1] = node->bv[2]; co[2] = node->bv[4]; } else { int i; for(i=0; i != node->totnode; i++) { float nearest[3]; float dist = calc_nearest_point(data->center, node->children[i], nearest); if(dist < data->radius) { //Its a leaf.. call the callback if(node->children[i]->totnode == 0) { data->hits++; data->callback( data->userdata, node->children[i]->index, dist ); } else dfs_range_query( data, node->children[i] ); } } } } int BLI_bvhtree_range_query(BVHTree *tree, const float *co, float radius, BVHTree_RangeQuery callback, void *userdata) { BVHNode * root = tree->nodes[tree->totleaf]; RangeQueryData data; data.tree = tree; data.center = co; data.radius = radius*radius; data.hits = 0; data.callback = callback; data.userdata = userdata; if(root != NULL) { float nearest[3]; float dist = calc_nearest_point(data.center, root, nearest); if(dist < data.radius) { //Its a leaf.. call the callback if(root->totnode == 0) { data.hits++; data.callback( data.userdata, root->index, dist ); } else dfs_range_query( &data, root ); } } return data.hits; }