// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using Framework.GameMath; using System; using System.Collections.Generic; using System.IO; using System.Numerics; using System.Runtime.InteropServices; namespace Game.Collision { public class BIH { public BIH() { InitEmpty(); } void InitEmpty() { tree= new uint[3]; objects = Array.Empty(); bounds = AxisAlignedBox.Zero(); // create space for the first node tree[0] = (3u << 30); // dummy leaf } void BuildHierarchy(List tempTree, buildData dat, BuildStats stats) { // create space for the first node tempTree.Add(3u << 30); // dummy leaf tempTree.Add(0); tempTree.Add(0); // seed bbox AABound gridBox = new(); gridBox.lo = bounds.Lo; gridBox.hi = bounds.Hi; AABound nodeBox = gridBox; // seed subdivide function Subdivide(0, (int)(dat.numPrims - 1), tempTree, dat, gridBox, nodeBox, 0, 1, stats); } void Subdivide(int left, int right, List tempTree, buildData dat, AABound gridBox, AABound nodeBox, int nodeIndex, int depth, BuildStats stats) { if ((right - left + 1) <= dat.maxPrims || depth >= 64) { // write leaf node stats.UpdateLeaf(depth, right - left + 1); CreateNode(tempTree, nodeIndex, left, right); return; } // calculate extents int axis = -1, prevAxis, rightOrig; float clipL = float.NaN, clipR = float.NaN, prevClip = float.NaN; float split = float.NaN, prevSplit; bool wasLeft = true; while (true) { prevAxis = axis; prevSplit = split; // perform quick consistency checks Vector3 d = gridBox.hi - gridBox.lo; for (int i = 0; i < 3; i++) { if (nodeBox.hi.GetAt(i) < gridBox.lo.GetAt(i) || nodeBox.lo.GetAt(i) > gridBox.hi.GetAt(i)) Log.outError(LogFilter.Server, "Reached tree area in error - discarding node with: {0} objects", right - left + 1); } // find longest axis axis = (int)d.primaryAxis(); split = 0.5f * (gridBox.lo.GetAt(axis) + gridBox.hi.GetAt(axis)); // partition L/R subsets clipL = float.NegativeInfinity; clipR = float.PositiveInfinity; rightOrig = right; // save this for later float nodeL = float.PositiveInfinity; float nodeR = float.NegativeInfinity; for (int i = left; i <= right; ) { int obj = (int)dat.indices[i]; float minb = dat.primBound[obj].Lo.GetAt(axis); float maxb = dat.primBound[obj].Hi.GetAt(axis); float center = (minb + maxb) * 0.5f; if (center <= split) { // stay left i++; if (clipL < maxb) clipL = maxb; } else { // move to the right most int t = (int)dat.indices[i]; dat.indices[i] = dat.indices[right]; dat.indices[right] = (uint)t; right--; if (clipR > minb) clipR = minb; } nodeL = Math.Min(nodeL, minb); nodeR = Math.Max(nodeR, maxb); } // check for empty space if (nodeL > nodeBox.lo.GetAt(axis) && nodeR < nodeBox.hi.GetAt(axis)) { float nodeBoxW = nodeBox.hi.GetAt(axis) - nodeBox.lo.GetAt(axis); float nodeNewW = nodeR - nodeL; // node box is too big compare to space occupied by primitives? if (1.3f * nodeNewW < nodeBoxW) { stats.UpdateBVH2(); int nextIndex1 = tempTree.Count; // allocate child tempTree.Add(0); tempTree.Add(0); tempTree.Add(0); // write bvh2 clip node stats.UpdateInner(); tempTree[nodeIndex + 0] = (uint)((axis << 30) | (1 << 29) | nextIndex1); tempTree[nodeIndex + 1] = FloatToRawIntBits(nodeL); tempTree[nodeIndex + 2] = FloatToRawIntBits(nodeR); // update nodebox and recurse nodeBox.lo.SetAt(nodeL, axis); nodeBox.hi.SetAt(nodeR, axis); Subdivide(left, rightOrig, tempTree, dat, gridBox, nodeBox, nextIndex1, depth + 1, stats); return; } } // ensure we are making progress in the subdivision if (right == rightOrig) { // all left if (prevAxis == axis && MathFunctions.fuzzyEq(prevSplit, split)) { // we are stuck here - create a leaf stats.UpdateLeaf(depth, right - left + 1); CreateNode(tempTree, nodeIndex, left, right); return; } if (clipL <= split) { // keep looping on left half gridBox.hi.SetAt(split, axis); prevClip = clipL; wasLeft = true; continue; } gridBox.hi.SetAt(split, axis); prevClip = float.NaN; } else if (left > right) { // all right right = rightOrig; if (prevAxis == axis && MathFunctions.fuzzyEq(prevSplit, split)) { // we are stuck here - create a leaf stats.UpdateLeaf(depth, right - left + 1); CreateNode(tempTree, nodeIndex, left, right); return; } if (clipR >= split) { // keep looping on right half gridBox.lo.SetAt(split, axis); prevClip = clipR; wasLeft = false; continue; } gridBox.lo.SetAt(split, axis); prevClip = float.NaN; } else { // we are actually splitting stuff if (prevAxis != -1 && !float.IsNaN(prevClip)) { // second time through - lets create the previous split // since it produced empty space int nextIndex0 = tempTree.Count; // allocate child node tempTree.Add(0); tempTree.Add(0); tempTree.Add(0); if (wasLeft) { // create a node with a left child // write leaf node stats.UpdateInner(); tempTree[nodeIndex + 0] = (uint)((prevAxis << 30) | nextIndex0); tempTree[nodeIndex + 1] = FloatToRawIntBits(prevClip); tempTree[nodeIndex + 2] = FloatToRawIntBits(float.PositiveInfinity); } else { // create a node with a right child // write leaf node stats.UpdateInner(); tempTree[nodeIndex + 0] = (uint)((prevAxis << 30) | (nextIndex0 - 3)); tempTree[nodeIndex + 1] = FloatToRawIntBits(float.NegativeInfinity); tempTree[nodeIndex + 2] = FloatToRawIntBits(prevClip); } // count stats for the unused leaf depth++; stats.UpdateLeaf(depth, 0); // now we keep going as we are, with a new nodeIndex: nodeIndex = nextIndex0; } break; } } // compute index of child nodes int nextIndex = tempTree.Count; // allocate left node int nl = right - left + 1; int nr = rightOrig - (right + 1) + 1; if (nl > 0) { tempTree.Add(0); tempTree.Add(0); tempTree.Add(0); } else nextIndex -= 3; // allocate right node if (nr > 0) { tempTree.Add(0); tempTree.Add(0); tempTree.Add(0); } // write leaf node stats.UpdateInner(); tempTree[nodeIndex + 0] = (uint)((axis << 30) | nextIndex); tempTree[nodeIndex + 1] = FloatToRawIntBits(clipL); tempTree[nodeIndex + 2] = FloatToRawIntBits(clipR); // prepare L/R child boxes AABound gridBoxL = gridBox; AABound gridBoxR = gridBox; AABound nodeBoxL = nodeBox; AABound nodeBoxR = nodeBox; gridBoxR.lo.SetAt(split, axis); gridBoxL.hi.SetAt(split, axis); nodeBoxL.hi.SetAt(clipL, axis); nodeBoxR.lo.SetAt(clipR, axis); // recurse if (nl > 0) Subdivide(left, right, tempTree, dat, gridBoxL, nodeBoxL, nextIndex, depth + 1, stats); else stats.UpdateLeaf(depth + 1, 0); if (nr > 0) Subdivide(right + 1, rightOrig, tempTree, dat, gridBoxR, nodeBoxR, nextIndex + 3, depth + 1, stats); else stats.UpdateLeaf(depth + 1, 0); } public bool ReadFromFile(BinaryReader reader) { var lo = reader.Read(); var hi = reader.Read(); bounds = new AxisAlignedBox(lo, hi); uint treeSize = reader.ReadUInt32(); tree = reader.ReadArray(treeSize); var count = reader.ReadUInt32(); objects = reader.ReadArray(count); return true; } public void Build(List primitives, uint leafSize = 3, bool printStats = false) where T : IModel { if (primitives.Count == 0) { InitEmpty(); return; } buildData dat; dat.maxPrims = (int)leafSize; dat.numPrims = (uint)primitives.Count; dat.indices = new uint[dat.numPrims]; dat.primBound = new AxisAlignedBox[dat.numPrims]; bounds = primitives[0].GetBounds(); for (int i = 0; i < dat.numPrims; ++i) { dat.indices[i] = (uint)i; dat.primBound[i] = primitives[i].GetBounds(); bounds.merge(dat.primBound[i]); } List tempTree = new(); BuildStats stats = new(); BuildHierarchy(tempTree, dat, stats); objects = new uint[dat.numPrims]; for (int i = 0; i < dat.numPrims; ++i) objects[i] = dat.indices[i]; tree = tempTree.ToArray(); } public uint PrimCount() { return (uint)objects.Length; } public void IntersectRay(Ray r, WorkerCallback intersectCallback, ref float maxDist, bool stopAtFirst = false) { float intervalMin = -1.0f; float intervalMax = -1.0f; Vector3 org = r.Origin; Vector3 dir = r.Direction; Vector3 invDir = r.invDirection(); for (int i = 0; i < 3; ++i) { if (MathFunctions.fuzzyNe(dir.GetAt(i), 0.0f)) { float t1 = (bounds.Lo.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i); float t2 = (bounds.Hi.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i); if (t1 > t2) MathFunctions.Swap(ref t1, ref t2); if (t1 > intervalMin) intervalMin = t1; if (t2 < intervalMax || intervalMax < 0.0f) intervalMax = t2; // intervalMax can only become smaller for other axis, // and intervalMin only larger respectively, so stop early if (intervalMax <= 0 || intervalMin >= maxDist) return; } } if (intervalMin > intervalMax) return; intervalMin = Math.Max(intervalMin, 0.0f); intervalMax = Math.Min(intervalMax, maxDist); uint[] offsetFront = new uint[3]; uint[] offsetBack = new uint[3]; uint[] offsetFront3 = new uint[3]; uint[] offsetBack3 = new uint[3]; // compute custom offsets from direction sign bit for (int i = 0; i < 3; ++i) { offsetFront[i] = FloatToRawIntBits(dir.GetAt(i)) >> 31; offsetBack[i] = offsetFront[i] ^ 1; offsetFront3[i] = offsetFront[i] * 3; offsetBack3[i] = offsetBack[i] * 3; // avoid always adding 1 during the inner loop ++offsetFront[i]; ++offsetBack[i]; } 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 tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis); float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis); // ray passes between clip zones 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.GetAt(axis)) * invDir.GetAt(axis); float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org.GetAt(axis)) * invDir.GetAt(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.GetAt(axis) && tr > p.GetAt(axis)) break; int right = offset + 3; node = right; // point is in right node only if (tl < p.GetAt(axis)) { continue; } node = offset; // left // point is in left node only if (tr > p.GetAt(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.GetAt(axis) || tr < p.GetAt(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 tempTree, int nodeIndex, int left, int right) { // write leaf node tempTree[nodeIndex + 0] = (uint)((3 << 30) | left); tempTree[nodeIndex + 1] = (uint)(right - left + 1); } struct buildData { public uint[] indices; public AxisAlignedBox[] primBound; public uint numPrims; public int maxPrims; } struct StackNode { public uint node; public float tnear; public float tfar; } public class BuildStats { public int numNodes; public int numLeaves; public int sumObjects; public int minObjects; public int maxObjects; public int sumDepth; public int minDepth; public int maxDepth; int[] numLeavesN = new int[6]; int numBVH2; public BuildStats() { numNodes = 0; numLeaves = 0; sumObjects = 0; minObjects = 0x0FFFFFFF; maxObjects = -1; sumDepth = 0; minDepth = 0x0FFFFFFF; maxDepth = -1; numBVH2 = 0; for (int i = 0; i < 6; ++i) numLeavesN[i] = 0; } public void UpdateInner() { numNodes++; } public void UpdateBVH2() { numBVH2++; } 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]; } } AxisAlignedBox bounds; uint[] tree; uint[] objects; [StructLayout(LayoutKind.Explicit)] public struct FloatToIntConverter { [FieldOffset(0)] public uint IntValue; [FieldOffset(0)] public float FloatValue; } uint FloatToRawIntBits(float f) { FloatToIntConverter converter = new(); converter.FloatValue = f; return converter.IntValue; } float IntBitsToFloat(uint i) { FloatToIntConverter converter = new(); converter.IntValue = i; return converter.FloatValue; } } public struct AABound { public Vector3 lo, hi; } }