tge/engine/util/quadTreeTracer.cpp
2017-04-17 06:17:10 -06:00

229 lines
8.0 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Shader Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "util/quadTreeTracer.h"
#include "platform/profiler.h"
#include "core/frameAllocator.h"
static F32 calcInterceptV(F32 vStart, F32 invDeltaV, F32 intercept)
{
return (intercept - vStart) * invDeltaV;
}
static F32 calcInterceptNone(F32, F32, F32)
{
return F32_MAX;
}
static F32 (*calcInterceptX)(F32, F32, F32);
static F32 (*calcInterceptY)(F32, F32, F32);
bool QuadTreeTracer::castRay(const Point3F &start, const Point3F &end, RayInfo *info)
{
PROFILE_START(QuadTreeTracer_castRay);
// Do some precalculations we'll use for the rest of this routine.
// Set up our intercept calculation methods.
F32 invDeltaX;
if(end.x == start.x)
{
calcInterceptX = calcInterceptNone;
invDeltaX = 0;
}
else
{
invDeltaX = 1.f / (end.x - start.x);
calcInterceptX = calcInterceptV;
}
F32 invDeltaY;
if(end.y == start.y)
{
calcInterceptY = calcInterceptNone;
invDeltaY = 0;
}
else
{
invDeltaY = 1.f / (end.y - start.y);
calcInterceptY = calcInterceptV;
}
// Subdivide our space based on the size of the lowest level of the tree...
const F32 invSize = 1.f / F32(BIT(mTreeDepth-1));
// Grab this off the frame allocator, we don't want to do a proper alloc
// on every ray!
FrameAllocatorMarker stackAlloc;
RayStackNode *stack = (RayStackNode*)stackAlloc.alloc(sizeof(RayStackNode) * (mTreeDepth * 3 + 1));
U32 stackSize = 1;
// Kick off the stack with the root node.
stack[0].startT = 0;
stack[0].endT = 1;
stack[0].squarePos.set(0,0);
stack[0].level = mTreeDepth - 1;
//Con::printf("QuadTreeTracer::castRay(%x)", this);
// Aright, now let's do some raycasting!
while(stackSize--)
{
// Get the current node for easy access...
RayStackNode *sn = stack + stackSize;
const U32 level = sn->level;
const F32 startT = sn->startT;
const F32 endT = sn->endT;
const Point2I squarePos = sn->squarePos;
AssertFatal((startT >= 0.f) && (startT <= 1.f), "QuadTreeTracer::castRay - out of range startT on stack!");
AssertFatal((endT >= 0.f) && (endT <= 1.f), "QuadTreeTracer::castRay - out of range endT on stack!");
//Con::printf(" -- node(%d, %d @ %d), sT=%g, eT=%g", squarePos.x, squarePos.y, level, startT, endT);
// Figure our start and end Z.
const F32 startZ = startT * (end.z - start.z) + start.z;
const F32 endZ = endT * (end.z - start.z) + start.z;
// Ok, now let's see if we hit the lower bound
const F32 squareMin = getSquareMin(level, squarePos);
if(startZ < squareMin && endZ < squareMin)
continue; //Nope, skip out.
// Hmm, let's check the upper bound.
const F32 squareMax = getSquareMax(level, squarePos);
if(startZ > squareMax && endZ > squareMax)
continue; //Nope, skip out.
// We might be intersecting something... If we've hit
// the tree depth let's deal with the leaf intersection.
if(level == 0)
{
//Con::printf(" ++ check node(%d, %d @ %d), sT=%g, eT=%g", squarePos.x, squarePos.y, level, startT, endT);
if(castLeafRay(squarePos, start, end, startT, endT, info))
{
PROFILE_END();
return true; // We hit, tell 'em so!
}
continue; // Otherwise, keep looking.
}
else
{
// Ok, we have to push our children as we're an inner node.
// First, figure out some widths...
U32 squareSize = BIT(level);
U32 subSqSize = BIT(level - 1);
// Now, calculate intercepts so we know how to deal with this
// situation... (intercept = position, int = t value for that pos)
const F32 xIntercept = (squarePos.x + subSqSize) * invSize;
F32 xInt = calcInterceptX(start.x, invDeltaX, xIntercept);
const F32 yIntercept = (squarePos.y + subSqSize) * invSize;
F32 yInt = calcInterceptY(start.y, invDeltaY, yIntercept);
// Our starting position for this subray...
const F32 startX = startT * (end.x - start.x) + start.x;
const F32 startY = startT * (end.y - start.y) + start.y;
// Deal with squares that might be "behind" the ray.
if(xInt < startT) xInt = F32_MAX;
if(yInt < startT) yInt = F32_MAX;
// Do a little magic to calculate our next checks...
const U32 x0 = (startX > xIntercept) * subSqSize;
const U32 y0 = (startY > yIntercept) * subSqSize;
const U32 x1 = subSqSize - x0;
const U32 y1 = subSqSize - y0;
//AssertFatal(x1 < 1000, "QuadTreeTracer::castRay - possible overflow in x1!");
//AssertFatal(y1 < 1000, "QuadTreeTracer::castRay - possible overflow in y1!");
const U32 nextLevel = level - 1;
// Ok, now let's figure out what nodes, in what order, need to go
// on the stack. We push things on in reverse order of processing.
if(xInt > endT && yInt > endT)
{
stack[stackSize].squarePos.set(squarePos.x + x0, squarePos.y + y0);
stack[stackSize].level = nextLevel;
stackSize++;
}
else if(xInt < yInt)
{
F32 nextIntersect = endT;
if(yInt <= endT)
{
stack[stackSize].squarePos.set(squarePos.x + x1, squarePos.y + y1);
stack[stackSize].startT = yInt;
stack[stackSize].endT = endT;
stack[stackSize].level = nextLevel;
nextIntersect = yInt;
stackSize++;
}
// Do middle two, order doesn't matter.
stack[stackSize].squarePos.set(squarePos.x + x1, squarePos.y + y0);
stack[stackSize].startT = xInt;
stack[stackSize].endT = nextIntersect;
stack[stackSize].level = nextLevel;
stack[stackSize+1].squarePos.set(squarePos.x + x0, squarePos.y + y0);
stack[stackSize+1].startT = startT;
stack[stackSize+1].endT = xInt;
stack[stackSize+1].level = nextLevel;
stackSize += 2;
}
else if(yInt < xInt)
{
F32 nextIntersect = endT;
if(xInt <= endT)
{
stack[stackSize].squarePos.set(squarePos.x + x1, squarePos.y + y1);
stack[stackSize].startT = xInt;
stack[stackSize].endT = endT;
stack[stackSize].level = nextLevel;
nextIntersect = xInt;
stackSize++;
}
stack[stackSize].squarePos.set(squarePos.x + x0, squarePos.y + y1);
stack[stackSize].startT = yInt;
stack[stackSize].endT = nextIntersect;
stack[stackSize].level = nextLevel;
stack[stackSize+1].squarePos.set(squarePos.x + x0, squarePos.y + y0);
stack[stackSize+1].startT = startT;
stack[stackSize+1].endT = yInt;
stack[stackSize+1].level = nextLevel;
stackSize += 2;
}
else
{
stack[stackSize].squarePos.set(squarePos.x + x1, squarePos.y + y1);
stack[stackSize].startT = xInt;
stack[stackSize].endT = endT;
stack[stackSize].level = nextLevel;
stack[stackSize+1].squarePos.set(squarePos.x + x0, squarePos.y + y0);
stack[stackSize+1].startT = startT;
stack[stackSize+1].endT = xInt;
stack[stackSize+1].level = nextLevel;
stackSize += 2;
}
}
}
// Nothing found, so give up.
PROFILE_END();
return false;
}