Core/BattlePets: Add battle pets to pet journal when learning related spells
This commit is contained in:
@@ -41,281 +41,6 @@ namespace Game.Collision
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tree.Add(0);
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}
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public void build<T>(List<T> primitives, uint leafSize = 3, bool printStats = false) where T : IModel
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{
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if (primitives.Count == 0)
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{
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init_empty();
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return;
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}
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buildData dat;
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dat.maxPrims = (int)leafSize;
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dat.numPrims = (uint)primitives.Count;
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dat.indices = new uint[dat.numPrims];
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dat.primBound = new AxisAlignedBox[dat.numPrims];
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bounds = primitives[0].getBounds();
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for (int i = 0; i < dat.numPrims; ++i)
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{
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dat.indices[i] = (uint)i;
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dat.primBound[i] = primitives[i].getBounds();
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bounds.merge(dat.primBound[i]);
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}
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List<uint> tempTree = new List<uint>();
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BuildStats stats = new BuildStats();
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buildHierarchy(tempTree, dat, stats);
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if (printStats)
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stats.printStats();
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for (int i = 0; i < dat.numPrims; ++i)
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objects.Add(dat.indices[i]);
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tree = tempTree;
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}
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public uint primCount() { return (uint)objects.Count; }
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public bool readFromFile(BinaryReader reader)
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{
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var lo = reader.ReadStruct<Vector3>();
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var hi = reader.ReadStruct<Vector3>();
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bounds = new AxisAlignedBox(lo, hi);
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uint treeSize = reader.ReadUInt32();
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tree.Clear();
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for (var i = 0; i < treeSize; i++)
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tree.Add(reader.ReadUInt32());
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var count = reader.ReadUInt32();
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objects.Clear();
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for (var i = 0; i < count; i++)
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objects.Add(reader.ReadUInt32());
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return true;
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}
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public void intersectRay(Ray r, WorkerCallback intersectCallback, ref float maxDist, bool stopAtFirst = false)
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{
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float intervalMin = -1.0f;
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float intervalMax = -1.0f;
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Vector3 org = r.Origin;
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Vector3 dir = r.Direction;
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Vector3 invDir = new Vector3();
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for (int i = 0; i < 3; ++i)
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{
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invDir[i] = 1.0f / dir[i];
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if (MathFunctions.fuzzyNe(dir[i], 0.0f))
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{
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float t1 = (bounds.Lo[i] - org[i]) * invDir[i];
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float t2 = (bounds.Hi[i] - org[i]) * invDir[i];
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if (t1 > t2)
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MathFunctions.Swap<float>(ref t1, ref t2);
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if (t1 > intervalMin)
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intervalMin = t1;
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if (t2 < intervalMax || intervalMax < 0.0f)
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intervalMax = t2;
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// intervalMax can only become smaller for other axis,
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// and intervalMin only larger respectively, so stop early
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if (intervalMax <= 0 || intervalMin >= maxDist)
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return;
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}
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}
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if (intervalMin > intervalMax)
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return;
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intervalMin = Math.Max(intervalMin, 0.0f);
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intervalMax = Math.Min(intervalMax, maxDist);
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uint[] offsetFront = new uint[3];
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uint[] offsetBack = new uint[3];
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uint[] offsetFront3 = new uint[3];
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uint[] offsetBack3 = new uint[3];
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// compute custom offsets from direction sign bit
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for (int i = 0; i < 3; ++i)
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{
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offsetFront[i] = floatToRawIntBits(dir[i]) >> 31;
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offsetBack[i] = offsetFront[i] ^ 1;
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offsetFront3[i] = offsetFront[i] * 3;
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offsetBack3[i] = offsetBack[i] * 3;
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// avoid always adding 1 during the inner loop
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++offsetFront[i];
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++offsetBack[i];
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}
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StackNode[] stack = new StackNode[64];
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int stackPos = 0;
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int node = 0;
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while (true)
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{
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while (true)
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{
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uint tn = tree[node];
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uint axis = (uint)(tn & (3 << 30)) >> 30;
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bool BVH2 = Convert.ToBoolean(tn & (1 << 29));
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int offset = (int)(tn & ~(7 << 29));
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if (!BVH2)
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{
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if (axis < 3)
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{
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// "normal" interior node
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float tf = (intBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
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float tb = (intBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
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// ray passes between clip zones
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if (tf < intervalMin && tb > intervalMax)
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break;
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int back = (int)(offset + offsetBack3[axis]);
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node = back;
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// ray passes through far node only
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if (tf < intervalMin)
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{
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intervalMin = (tb >= intervalMin) ? tb : intervalMin;
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continue;
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}
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node = offset + (int)offsetFront3[axis]; // front
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// ray passes through near node only
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if (tb > intervalMax)
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{
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intervalMax = (tf <= intervalMax) ? tf : intervalMax;
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continue;
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}
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// ray passes through both nodes
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// push back node
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stack[stackPos].node = (uint)back;
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stack[stackPos].tnear = (tb >= intervalMin) ? tb : intervalMin;
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stack[stackPos].tfar = intervalMax;
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stackPos++;
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// update ray interval for front node
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intervalMax = (tf <= intervalMax) ? tf : intervalMax;
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continue;
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}
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else
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{
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// leaf - test some objects
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int n = (int)tree[node + 1];
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while (n > 0)
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{
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bool hit = intersectCallback.Invoke(r, objects[offset], ref maxDist, stopAtFirst);
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if (stopAtFirst && hit)
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return;
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--n;
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++offset;
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}
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break;
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}
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}
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else
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{
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if (axis > 2)
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return; // should not happen
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float tf = (intBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
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float tb = (intBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
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node = offset;
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intervalMin = (tf >= intervalMin) ? tf : intervalMin;
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intervalMax = (tb <= intervalMax) ? tb : intervalMax;
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if (intervalMin > intervalMax)
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break;
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continue;
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}
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} // traversal loop
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do
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{
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// stack is empty?
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if (stackPos == 0)
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return;
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// move back up the stack
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stackPos--;
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intervalMin = stack[stackPos].tnear;
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if (maxDist < intervalMin)
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continue;
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node = (int)stack[stackPos].node;
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intervalMax = stack[stackPos].tfar;
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break;
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} while (true);
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}
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}
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public void intersectPoint(Vector3 p, WorkerCallback intersectCallback)
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{
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if (!bounds.contains(p))
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return;
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StackNode[] stack = new StackNode[64];
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int stackPos = 0;
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int node = 0;
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while (true)
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{
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while (true)
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{
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uint tn = tree[node];
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uint axis = (uint)(tn & (3 << 30)) >> 30;
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bool BVH2 = Convert.ToBoolean(tn & (1 << 29));
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int offset = (int)(tn & ~(7 << 29));
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if (!BVH2)
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{
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if (axis < 3)
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{
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// "normal" interior node
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float tl = intBitsToFloat(tree[node + 1]);
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float tr = intBitsToFloat(tree[node + 2]);
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// point is between clip zones
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if (tl < p[(int)axis] && tr > p[axis])
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break;
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int right = offset + 3;
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node = right;
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// point is in right node only
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if (tl < p[(int)axis])
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{
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continue;
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}
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node = offset; // left
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// point is in left node only
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if (tr > p[axis])
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{
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continue;
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}
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// point is in both nodes
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// push back right node
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stack[stackPos].node = (uint)right;
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stackPos++;
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continue;
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}
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else
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{
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// leaf - test some objects
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uint n = tree[node + 1];
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while (n > 0)
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{
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intersectCallback.Invoke(p, objects[offset]); // !!!
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--n;
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++offset;
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}
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break;
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}
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}
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else // BVH2 node (empty space cut off left and right)
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{
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if (axis > 2)
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return; // should not happen
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float tl = intBitsToFloat(tree[node + 1]);
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float tr = intBitsToFloat(tree[node + 2]);
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node = offset;
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if (tl > p[axis] || tr < p[axis])
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break;
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continue;
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}
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} // traversal loop
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// stack is empty?
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if (stackPos == 0)
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return;
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// move back up the stack
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stackPos--;
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node = (int)stack[stackPos].node;
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}
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}
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void buildHierarchy(List<uint> tempTree, buildData dat, BuildStats stats)
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{
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// create space for the first node
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@@ -546,6 +271,280 @@ namespace Game.Collision
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stats.updateLeaf(depth + 1, 0);
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}
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public bool readFromFile(BinaryReader reader)
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{
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var lo = reader.ReadStruct<Vector3>();
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var hi = reader.ReadStruct<Vector3>();
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bounds = new AxisAlignedBox(lo, hi);
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uint treeSize = reader.ReadUInt32();
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tree.Clear();
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for (var i = 0; i < treeSize; i++)
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tree.Add(reader.ReadUInt32());
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var count = reader.ReadUInt32();
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objects.Clear();
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for (var i = 0; i < count; i++)
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objects.Add(reader.ReadUInt32());
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return true;
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}
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public void build<T>(List<T> primitives, uint leafSize = 3, bool printStats = false) where T : IModel
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{
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if (primitives.Count == 0)
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{
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init_empty();
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return;
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}
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buildData dat;
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dat.maxPrims = (int)leafSize;
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dat.numPrims = (uint)primitives.Count;
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dat.indices = new uint[dat.numPrims];
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dat.primBound = new AxisAlignedBox[dat.numPrims];
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bounds = primitives[0].getBounds();
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for (int i = 0; i < dat.numPrims; ++i)
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{
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dat.indices[i] = (uint)i;
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dat.primBound[i] = primitives[i].getBounds();
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bounds.merge(dat.primBound[i]);
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}
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List<uint> tempTree = new List<uint>();
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BuildStats stats = new BuildStats();
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buildHierarchy(tempTree, dat, stats);
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for (int i = 0; i < dat.numPrims; ++i)
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objects.Add(dat.indices[i]);
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tree = tempTree;
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}
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public uint primCount() { return (uint)objects.Count; }
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public void intersectRay(Ray r, WorkerCallback intersectCallback, ref float maxDist, bool stopAtFirst = false)
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{
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float intervalMin = -1.0f;
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float intervalMax = -1.0f;
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Vector3 org = r.Origin;
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Vector3 dir = r.Direction;
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Vector3 invDir = new Vector3();
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for (int i = 0; i < 3; ++i)
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{
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invDir[i] = 1.0f / dir[i];
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if (MathFunctions.fuzzyNe(dir[i], 0.0f))
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{
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float t1 = (bounds.Lo[i] - org[i]) * invDir[i];
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float t2 = (bounds.Hi[i] - org[i]) * invDir[i];
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if (t1 > t2)
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MathFunctions.Swap<float>(ref t1, ref t2);
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if (t1 > intervalMin)
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intervalMin = t1;
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if (t2 < intervalMax || intervalMax < 0.0f)
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intervalMax = t2;
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// intervalMax can only become smaller for other axis,
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// and intervalMin only larger respectively, so stop early
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if (intervalMax <= 0 || intervalMin >= maxDist)
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return;
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}
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}
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if (intervalMin > intervalMax)
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return;
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intervalMin = Math.Max(intervalMin, 0.0f);
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intervalMax = Math.Min(intervalMax, maxDist);
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uint[] offsetFront = new uint[3];
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uint[] offsetBack = new uint[3];
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uint[] offsetFront3 = new uint[3];
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uint[] offsetBack3 = new uint[3];
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// compute custom offsets from direction sign bit
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for (int i = 0; i < 3; ++i)
|
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{
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offsetFront[i] = floatToRawIntBits(dir[i]) >> 31;
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offsetBack[i] = offsetFront[i] ^ 1;
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offsetFront3[i] = offsetFront[i] * 3;
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offsetBack3[i] = offsetBack[i] * 3;
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|
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// avoid always adding 1 during the inner loop
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++offsetFront[i];
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++offsetBack[i];
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}
|
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StackNode[] stack = new StackNode[64];
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int stackPos = 0;
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int node = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
uint tn = tree[node];
|
||||
uint axis = (uint)(tn & (3 << 30)) >> 30;
|
||||
bool BVH2 = Convert.ToBoolean(tn & (1 << 29));
|
||||
int offset = (int)(tn & ~(7 << 29));
|
||||
if (!BVH2)
|
||||
{
|
||||
if (axis < 3)
|
||||
{
|
||||
// "normal" interior node
|
||||
float tf = (intBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
|
||||
float tb = (intBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
|
||||
// ray passes between clip zones
|
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if (tf < intervalMin && tb > intervalMax)
|
||||
break;
|
||||
int back = (int)(offset + offsetBack3[axis]);
|
||||
node = back;
|
||||
// ray passes through far node only
|
||||
if (tf < intervalMin)
|
||||
{
|
||||
intervalMin = (tb >= intervalMin) ? tb : intervalMin;
|
||||
continue;
|
||||
}
|
||||
node = offset + (int)offsetFront3[axis]; // front
|
||||
// ray passes through near node only
|
||||
if (tb > intervalMax)
|
||||
{
|
||||
intervalMax = (tf <= intervalMax) ? tf : intervalMax;
|
||||
continue;
|
||||
}
|
||||
// ray passes through both nodes
|
||||
// push back node
|
||||
stack[stackPos].node = (uint)back;
|
||||
stack[stackPos].tnear = (tb >= intervalMin) ? tb : intervalMin;
|
||||
stack[stackPos].tfar = intervalMax;
|
||||
stackPos++;
|
||||
// update ray interval for front node
|
||||
intervalMax = (tf <= intervalMax) ? tf : intervalMax;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
// leaf - test some objects
|
||||
int n = (int)tree[node + 1];
|
||||
while (n > 0)
|
||||
{
|
||||
bool hit = intersectCallback.Invoke(r, objects[offset], ref maxDist, stopAtFirst);
|
||||
if (stopAtFirst && hit)
|
||||
return;
|
||||
--n;
|
||||
++offset;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (axis > 2)
|
||||
return; // should not happen
|
||||
float tf = (intBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
|
||||
float tb = (intBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
|
||||
node = offset;
|
||||
intervalMin = (tf >= intervalMin) ? tf : intervalMin;
|
||||
intervalMax = (tb <= intervalMax) ? tb : intervalMax;
|
||||
if (intervalMin > intervalMax)
|
||||
break;
|
||||
continue;
|
||||
}
|
||||
} // traversal loop
|
||||
do
|
||||
{
|
||||
// stack is empty?
|
||||
if (stackPos == 0)
|
||||
return;
|
||||
// move back up the stack
|
||||
stackPos--;
|
||||
intervalMin = stack[stackPos].tnear;
|
||||
if (maxDist < intervalMin)
|
||||
continue;
|
||||
node = (int)stack[stackPos].node;
|
||||
intervalMax = stack[stackPos].tfar;
|
||||
break;
|
||||
} while (true);
|
||||
}
|
||||
}
|
||||
|
||||
public void intersectPoint(Vector3 p, WorkerCallback intersectCallback)
|
||||
{
|
||||
if (!bounds.contains(p))
|
||||
return;
|
||||
|
||||
StackNode[] stack = new StackNode[64];
|
||||
int stackPos = 0;
|
||||
int node = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
uint tn = tree[node];
|
||||
uint axis = (uint)(tn & (3 << 30)) >> 30;
|
||||
bool BVH2 = Convert.ToBoolean(tn & (1 << 29));
|
||||
int offset = (int)(tn & ~(7 << 29));
|
||||
if (!BVH2)
|
||||
{
|
||||
if (axis < 3)
|
||||
{
|
||||
// "normal" interior node
|
||||
float tl = intBitsToFloat(tree[node + 1]);
|
||||
float tr = intBitsToFloat(tree[node + 2]);
|
||||
// point is between clip zones
|
||||
if (tl < p[(int)axis] && tr > p[axis])
|
||||
break;
|
||||
int right = offset + 3;
|
||||
node = right;
|
||||
// point is in right node only
|
||||
if (tl < p[(int)axis])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
node = offset; // left
|
||||
// point is in left node only
|
||||
if (tr > p[axis])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// point is in both nodes
|
||||
// push back right node
|
||||
stack[stackPos].node = (uint)right;
|
||||
stackPos++;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
// leaf - test some objects
|
||||
uint n = tree[node + 1];
|
||||
while (n > 0)
|
||||
{
|
||||
intersectCallback.Invoke(p, objects[offset]); // !!!
|
||||
--n;
|
||||
++offset;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
else // BVH2 node (empty space cut off left and right)
|
||||
{
|
||||
if (axis > 2)
|
||||
return; // should not happen
|
||||
float tl = intBitsToFloat(tree[node + 1]);
|
||||
float tr = intBitsToFloat(tree[node + 2]);
|
||||
node = offset;
|
||||
if (tl > p[axis] || tr < p[axis])
|
||||
break;
|
||||
continue;
|
||||
}
|
||||
} // traversal loop
|
||||
|
||||
// stack is empty?
|
||||
if (stackPos == 0)
|
||||
return;
|
||||
// move back up the stack
|
||||
stackPos--;
|
||||
node = (int)stack[stackPos].node;
|
||||
}
|
||||
}
|
||||
|
||||
void createNode(List<uint> tempTree, int nodeIndex, int left, int right)
|
||||
{
|
||||
// write leaf node
|
||||
@@ -597,8 +596,18 @@ namespace Game.Collision
|
||||
|
||||
public void updateInner() { numNodes++; }
|
||||
public void updateBVH2() { numBVH2++; }
|
||||
public void updateLeaf(int depth, int n) { }
|
||||
public void printStats() { }
|
||||
public void updateLeaf(int depth, int n)
|
||||
{
|
||||
numLeaves++;
|
||||
minDepth = Math.Min(depth, minDepth);
|
||||
maxDepth = Math.Max(depth, maxDepth);
|
||||
sumDepth += depth;
|
||||
minObjects = Math.Min(n, minObjects);
|
||||
maxObjects = Math.Max(n, maxObjects);
|
||||
sumObjects += n;
|
||||
int nl = Math.Min(n, 5);
|
||||
++numLeavesN[nl];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user