171 lines
3.7 KiB
C++
171 lines
3.7 KiB
C++
/*
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* Adapted from code copyright 2009-2010 NVIDIA Corporation
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __BVH_NODE_H__
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#define __BVH_NODE_H__
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#include "util/util_boundbox.h"
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#include "util/util_debug.h"
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#include "util/util_types.h"
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CCL_NAMESPACE_BEGIN
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enum BVH_STAT {
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BVH_STAT_NODE_COUNT,
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BVH_STAT_INNER_COUNT,
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BVH_STAT_LEAF_COUNT,
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BVH_STAT_TRIANGLE_COUNT,
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BVH_STAT_CHILDNODE_COUNT,
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BVH_STAT_QNODE_COUNT,
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BVH_STAT_ALIGNED_COUNT,
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BVH_STAT_UNALIGNED_COUNT,
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BVH_STAT_ALIGNED_INNER_COUNT,
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BVH_STAT_UNALIGNED_INNER_COUNT,
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BVH_STAT_ALIGNED_INNER_QNODE_COUNT,
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BVH_STAT_UNALIGNED_INNER_QNODE_COUNT,
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BVH_STAT_ALIGNED_LEAF_COUNT,
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BVH_STAT_UNALIGNED_LEAF_COUNT,
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};
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class BVHParams;
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class BVHNode
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{
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public:
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BVHNode() : is_unaligned(false),
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aligned_space(NULL),
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time_from(0.0f),
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time_to(1.0f)
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{
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}
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virtual ~BVHNode()
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{
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delete aligned_space;
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}
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virtual bool is_leaf() const = 0;
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virtual int num_children() const = 0;
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virtual BVHNode *get_child(int i) const = 0;
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virtual int num_triangles() const { return 0; }
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virtual void print(int depth = 0) const = 0;
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inline void set_aligned_space(const Transform& aligned_space)
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{
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is_unaligned = true;
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if(this->aligned_space == NULL) {
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this->aligned_space = new Transform(aligned_space);
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}
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else {
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*this->aligned_space = aligned_space;
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}
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}
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inline Transform get_aligned_space() const
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{
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if(aligned_space == NULL) {
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return transform_identity();
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}
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return *aligned_space;
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}
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// Subtree functions
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int getSubtreeSize(BVH_STAT stat=BVH_STAT_NODE_COUNT) const;
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float computeSubtreeSAHCost(const BVHParams& p, float probability = 1.0f) const;
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void deleteSubtree();
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uint update_visibility();
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void update_time();
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// Properties.
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BoundBox bounds;
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uint visibility;
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bool is_unaligned;
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/* TODO(sergey): Can be stored as 3x3 matrix, but better to have some
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* utilities and type defines in util_transform first.
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*/
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Transform *aligned_space;
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float time_from, time_to;
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};
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class InnerNode : public BVHNode
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{
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public:
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InnerNode(const BoundBox& bounds,
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BVHNode* child0,
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BVHNode* child1)
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{
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this->bounds = bounds;
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children[0] = child0;
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children[1] = child1;
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if(child0 && child1)
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visibility = child0->visibility|child1->visibility;
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else
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visibility = 0; /* happens on build cancel */
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}
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explicit InnerNode(const BoundBox& bounds)
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{
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this->bounds = bounds;
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visibility = 0;
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children[0] = NULL;
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children[1] = NULL;
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}
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bool is_leaf() const { return false; }
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int num_children() const { return 2; }
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BVHNode *get_child(int i) const{ assert(i>=0 && i<2); return children[i]; }
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void print(int depth) const;
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BVHNode *children[2];
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};
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class LeafNode : public BVHNode
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{
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public:
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LeafNode(const BoundBox& bounds, uint visibility, int lo, int hi)
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: lo(lo),
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hi(hi)
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{
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this->bounds = bounds;
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this->visibility = visibility;
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}
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LeafNode(const LeafNode& s)
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: BVHNode()
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{
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*this = s;
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}
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bool is_leaf() const { return true; }
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int num_children() const { return 0; }
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BVHNode *get_child(int) const { return NULL; }
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int num_triangles() const { return hi - lo; }
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void print(int depth) const;
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int lo;
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int hi;
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_NODE_H__ */
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