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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B3_QUANTIZED_BVH_H
+#define B3_QUANTIZED_BVH_H
+
+class b3Serializer;
+
+//#define DEBUG_CHECK_DEQUANTIZATION 1
+#ifdef DEBUG_CHECK_DEQUANTIZATION
+#ifdef __SPU__
+#define printf spu_printf
+#endif //__SPU__
+
+#include <stdio.h>
+#include <stdlib.h>
+#endif //DEBUG_CHECK_DEQUANTIZATION
+
+#include "Bullet3Common/b3Vector3.h"
+#include "Bullet3Common/b3AlignedAllocator.h"
+
+#ifdef B3_USE_DOUBLE_PRECISION
+#define b3QuantizedBvhData b3QuantizedBvhDoubleData
+#define b3OptimizedBvhNodeData b3OptimizedBvhNodeDoubleData
+#define b3QuantizedBvhDataName "b3QuantizedBvhDoubleData"
+#else
+#define b3QuantizedBvhData b3QuantizedBvhFloatData
+#define b3OptimizedBvhNodeData b3OptimizedBvhNodeFloatData
+#define b3QuantizedBvhDataName "b3QuantizedBvhFloatData"
+#endif
+
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3QuantizedBvhNodeData.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3BvhSubtreeInfoData.h"
+
+
+
+//http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vclang/html/vclrf__m128.asp
+
+
+//Note: currently we have 16 bytes per quantized node
+#define MAX_SUBTREE_SIZE_IN_BYTES 2048
+
+// 10 gives the potential for 1024 parts, with at most 2^21 (2097152) (minus one
+// actually) triangles each (since the sign bit is reserved
+#define MAX_NUM_PARTS_IN_BITS 10
+
+///b3QuantizedBvhNode is a compressed aabb node, 16 bytes.
+///Node can be used for leafnode or internal node. Leafnodes can point to 32-bit triangle index (non-negative range).
+B3_ATTRIBUTE_ALIGNED16 (struct) b3QuantizedBvhNode : public b3QuantizedBvhNodeData
+{
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ bool isLeafNode() const
+ {
+ //skipindex is negative (internal node), triangleindex >=0 (leafnode)
+ return (m_escapeIndexOrTriangleIndex >= 0);
+ }
+ int getEscapeIndex() const
+ {
+ b3Assert(!isLeafNode());
+ return -m_escapeIndexOrTriangleIndex;
+ }
+ int getTriangleIndex() const
+ {
+ b3Assert(isLeafNode());
+ unsigned int x=0;
+ unsigned int y = (~(x&0))<<(31-MAX_NUM_PARTS_IN_BITS);
+ // Get only the lower bits where the triangle index is stored
+ return (m_escapeIndexOrTriangleIndex&~(y));
+ }
+ int getPartId() const
+ {
+ b3Assert(isLeafNode());
+ // Get only the highest bits where the part index is stored
+ return (m_escapeIndexOrTriangleIndex>>(31-MAX_NUM_PARTS_IN_BITS));
+ }
+}
+;
+
+/// b3OptimizedBvhNode contains both internal and leaf node information.
+/// Total node size is 44 bytes / node. You can use the compressed version of 16 bytes.
+B3_ATTRIBUTE_ALIGNED16 (struct) b3OptimizedBvhNode
+{
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ //32 bytes
+ b3Vector3 m_aabbMinOrg;
+ b3Vector3 m_aabbMaxOrg;
+
+ //4
+ int m_escapeIndex;
+
+ //8
+ //for child nodes
+ int m_subPart;
+ int m_triangleIndex;
+
+//pad the size to 64 bytes
+ char m_padding[20];
+};
+
+
+///b3BvhSubtreeInfo provides info to gather a subtree of limited size
+B3_ATTRIBUTE_ALIGNED16(class) b3BvhSubtreeInfo : public b3BvhSubtreeInfoData
+{
+public:
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ b3BvhSubtreeInfo()
+ {
+ //memset(&m_padding[0], 0, sizeof(m_padding));
+ }
+
+
+ void setAabbFromQuantizeNode(const b3QuantizedBvhNode& quantizedNode)
+ {
+ m_quantizedAabbMin[0] = quantizedNode.m_quantizedAabbMin[0];
+ m_quantizedAabbMin[1] = quantizedNode.m_quantizedAabbMin[1];
+ m_quantizedAabbMin[2] = quantizedNode.m_quantizedAabbMin[2];
+ m_quantizedAabbMax[0] = quantizedNode.m_quantizedAabbMax[0];
+ m_quantizedAabbMax[1] = quantizedNode.m_quantizedAabbMax[1];
+ m_quantizedAabbMax[2] = quantizedNode.m_quantizedAabbMax[2];
+ }
+}
+;
+
+
+class b3NodeOverlapCallback
+{
+public:
+ virtual ~b3NodeOverlapCallback() {};
+
+ virtual void processNode(int subPart, int triangleIndex) = 0;
+};
+
+#include "Bullet3Common/b3AlignedAllocator.h"
+#include "Bullet3Common/b3AlignedObjectArray.h"
+
+
+
+///for code readability:
+typedef b3AlignedObjectArray<b3OptimizedBvhNode> NodeArray;
+typedef b3AlignedObjectArray<b3QuantizedBvhNode> QuantizedNodeArray;
+typedef b3AlignedObjectArray<b3BvhSubtreeInfo> BvhSubtreeInfoArray;
+
+
+///The b3QuantizedBvh class stores an AABB tree that can be quickly traversed on CPU and Cell SPU.
+///It is used by the b3BvhTriangleMeshShape as midphase
+///It is recommended to use quantization for better performance and lower memory requirements.
+B3_ATTRIBUTE_ALIGNED16(class) b3QuantizedBvh
+{
+public:
+ enum b3TraversalMode
+ {
+ TRAVERSAL_STACKLESS = 0,
+ TRAVERSAL_STACKLESS_CACHE_FRIENDLY,
+ TRAVERSAL_RECURSIVE
+ };
+
+
+
+
+ b3Vector3 m_bvhAabbMin;
+ b3Vector3 m_bvhAabbMax;
+ b3Vector3 m_bvhQuantization;
+
+protected:
+ int m_bulletVersion; //for serialization versioning. It could also be used to detect endianess.
+
+ int m_curNodeIndex;
+ //quantization data
+ bool m_useQuantization;
+
+
+
+ NodeArray m_leafNodes;
+ NodeArray m_contiguousNodes;
+ QuantizedNodeArray m_quantizedLeafNodes;
+ QuantizedNodeArray m_quantizedContiguousNodes;
+
+ b3TraversalMode m_traversalMode;
+ BvhSubtreeInfoArray m_SubtreeHeaders;
+
+ //This is only used for serialization so we don't have to add serialization directly to b3AlignedObjectArray
+ mutable int m_subtreeHeaderCount;
+
+
+
+
+
+ ///two versions, one for quantized and normal nodes. This allows code-reuse while maintaining readability (no template/macro!)
+ ///this might be refactored into a virtual, it is usually not calculated at run-time
+ void setInternalNodeAabbMin(int nodeIndex, const b3Vector3& aabbMin)
+ {
+ if (m_useQuantization)
+ {
+ quantize(&m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMin[0] ,aabbMin,0);
+ } else
+ {
+ m_contiguousNodes[nodeIndex].m_aabbMinOrg = aabbMin;
+
+ }
+ }
+ void setInternalNodeAabbMax(int nodeIndex,const b3Vector3& aabbMax)
+ {
+ if (m_useQuantization)
+ {
+ quantize(&m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMax[0],aabbMax,1);
+ } else
+ {
+ m_contiguousNodes[nodeIndex].m_aabbMaxOrg = aabbMax;
+ }
+ }
+
+ b3Vector3 getAabbMin(int nodeIndex) const
+ {
+ if (m_useQuantization)
+ {
+ return unQuantize(&m_quantizedLeafNodes[nodeIndex].m_quantizedAabbMin[0]);
+ }
+ //non-quantized
+ return m_leafNodes[nodeIndex].m_aabbMinOrg;
+
+ }
+ b3Vector3 getAabbMax(int nodeIndex) const
+ {
+ if (m_useQuantization)
+ {
+ return unQuantize(&m_quantizedLeafNodes[nodeIndex].m_quantizedAabbMax[0]);
+ }
+ //non-quantized
+ return m_leafNodes[nodeIndex].m_aabbMaxOrg;
+
+ }
+
+
+ void setInternalNodeEscapeIndex(int nodeIndex, int escapeIndex)
+ {
+ if (m_useQuantization)
+ {
+ m_quantizedContiguousNodes[nodeIndex].m_escapeIndexOrTriangleIndex = -escapeIndex;
+ }
+ else
+ {
+ m_contiguousNodes[nodeIndex].m_escapeIndex = escapeIndex;
+ }
+
+ }
+
+ void mergeInternalNodeAabb(int nodeIndex,const b3Vector3& newAabbMin,const b3Vector3& newAabbMax)
+ {
+ if (m_useQuantization)
+ {
+ unsigned short int quantizedAabbMin[3];
+ unsigned short int quantizedAabbMax[3];
+ quantize(quantizedAabbMin,newAabbMin,0);
+ quantize(quantizedAabbMax,newAabbMax,1);
+ for (int i=0;i<3;i++)
+ {
+ if (m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMin[i] > quantizedAabbMin[i])
+ m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMin[i] = quantizedAabbMin[i];
+
+ if (m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMax[i] < quantizedAabbMax[i])
+ m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMax[i] = quantizedAabbMax[i];
+
+ }
+ } else
+ {
+ //non-quantized
+ m_contiguousNodes[nodeIndex].m_aabbMinOrg.setMin(newAabbMin);
+ m_contiguousNodes[nodeIndex].m_aabbMaxOrg.setMax(newAabbMax);
+ }
+ }
+
+ void swapLeafNodes(int firstIndex,int secondIndex);
+
+ void assignInternalNodeFromLeafNode(int internalNode,int leafNodeIndex);
+
+protected:
+
+
+
+ void buildTree (int startIndex,int endIndex);
+
+ int calcSplittingAxis(int startIndex,int endIndex);
+
+ int sortAndCalcSplittingIndex(int startIndex,int endIndex,int splitAxis);
+
+ void walkStacklessTree(b3NodeOverlapCallback* nodeCallback,const b3Vector3& aabbMin,const b3Vector3& aabbMax) const;
+
+ void walkStacklessQuantizedTreeAgainstRay(b3NodeOverlapCallback* nodeCallback, const b3Vector3& raySource, const b3Vector3& rayTarget, const b3Vector3& aabbMin, const b3Vector3& aabbMax, int startNodeIndex,int endNodeIndex) const;
+ void walkStacklessQuantizedTree(b3NodeOverlapCallback* nodeCallback,unsigned short int* quantizedQueryAabbMin,unsigned short int* quantizedQueryAabbMax,int startNodeIndex,int endNodeIndex) const;
+ void walkStacklessTreeAgainstRay(b3NodeOverlapCallback* nodeCallback, const b3Vector3& raySource, const b3Vector3& rayTarget, const b3Vector3& aabbMin, const b3Vector3& aabbMax, int startNodeIndex,int endNodeIndex) const;
+
+ ///tree traversal designed for small-memory processors like PS3 SPU
+ void walkStacklessQuantizedTreeCacheFriendly(b3NodeOverlapCallback* nodeCallback,unsigned short int* quantizedQueryAabbMin,unsigned short int* quantizedQueryAabbMax) const;
+
+ ///use the 16-byte stackless 'skipindex' node tree to do a recursive traversal
+ void walkRecursiveQuantizedTreeAgainstQueryAabb(const b3QuantizedBvhNode* currentNode,b3NodeOverlapCallback* nodeCallback,unsigned short int* quantizedQueryAabbMin,unsigned short int* quantizedQueryAabbMax) const;
+
+ ///use the 16-byte stackless 'skipindex' node tree to do a recursive traversal
+ void walkRecursiveQuantizedTreeAgainstQuantizedTree(const b3QuantizedBvhNode* treeNodeA,const b3QuantizedBvhNode* treeNodeB,b3NodeOverlapCallback* nodeCallback) const;
+
+
+
+
+ void updateSubtreeHeaders(int leftChildNodexIndex,int rightChildNodexIndex);
+
+public:
+
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ b3QuantizedBvh();
+
+ virtual ~b3QuantizedBvh();
+
+
+ ///***************************************** expert/internal use only *************************
+ void setQuantizationValues(const b3Vector3& bvhAabbMin,const b3Vector3& bvhAabbMax,b3Scalar quantizationMargin=b3Scalar(1.0));
+ QuantizedNodeArray& getLeafNodeArray() { return m_quantizedLeafNodes; }
+ ///buildInternal is expert use only: assumes that setQuantizationValues and LeafNodeArray are initialized
+ void buildInternal();
+ ///***************************************** expert/internal use only *************************
+
+ void reportAabbOverlappingNodex(b3NodeOverlapCallback* nodeCallback,const b3Vector3& aabbMin,const b3Vector3& aabbMax) const;
+ void reportRayOverlappingNodex (b3NodeOverlapCallback* nodeCallback, const b3Vector3& raySource, const b3Vector3& rayTarget) const;
+ void reportBoxCastOverlappingNodex(b3NodeOverlapCallback* nodeCallback, const b3Vector3& raySource, const b3Vector3& rayTarget, const b3Vector3& aabbMin,const b3Vector3& aabbMax) const;
+
+ B3_FORCE_INLINE void quantize(unsigned short* out, const b3Vector3& point,int isMax) const
+ {
+
+ b3Assert(m_useQuantization);
+
+ b3Assert(point.getX() <= m_bvhAabbMax.getX());
+ b3Assert(point.getY() <= m_bvhAabbMax.getY());
+ b3Assert(point.getZ() <= m_bvhAabbMax.getZ());
+
+ b3Assert(point.getX() >= m_bvhAabbMin.getX());
+ b3Assert(point.getY() >= m_bvhAabbMin.getY());
+ b3Assert(point.getZ() >= m_bvhAabbMin.getZ());
+
+ b3Vector3 v = (point - m_bvhAabbMin) * m_bvhQuantization;
+ ///Make sure rounding is done in a way that unQuantize(quantizeWithClamp(...)) is conservative
+ ///end-points always set the first bit, so that they are sorted properly (so that neighbouring AABBs overlap properly)
+ ///@todo: double-check this
+ if (isMax)
+ {
+ out[0] = (unsigned short) (((unsigned short)(v.getX()+b3Scalar(1.)) | 1));
+ out[1] = (unsigned short) (((unsigned short)(v.getY()+b3Scalar(1.)) | 1));
+ out[2] = (unsigned short) (((unsigned short)(v.getZ()+b3Scalar(1.)) | 1));
+ } else
+ {
+ out[0] = (unsigned short) (((unsigned short)(v.getX()) & 0xfffe));
+ out[1] = (unsigned short) (((unsigned short)(v.getY()) & 0xfffe));
+ out[2] = (unsigned short) (((unsigned short)(v.getZ()) & 0xfffe));
+ }
+
+
+#ifdef DEBUG_CHECK_DEQUANTIZATION
+ b3Vector3 newPoint = unQuantize(out);
+ if (isMax)
+ {
+ if (newPoint.getX() < point.getX())
+ {
+ printf("unconservative X, diffX = %f, oldX=%f,newX=%f\n",newPoint.getX()-point.getX(), newPoint.getX(),point.getX());
+ }
+ if (newPoint.getY() < point.getY())
+ {
+ printf("unconservative Y, diffY = %f, oldY=%f,newY=%f\n",newPoint.getY()-point.getY(), newPoint.getY(),point.getY());
+ }
+ if (newPoint.getZ() < point.getZ())
+ {
+
+ printf("unconservative Z, diffZ = %f, oldZ=%f,newZ=%f\n",newPoint.getZ()-point.getZ(), newPoint.getZ(),point.getZ());
+ }
+ } else
+ {
+ if (newPoint.getX() > point.getX())
+ {
+ printf("unconservative X, diffX = %f, oldX=%f,newX=%f\n",newPoint.getX()-point.getX(), newPoint.getX(),point.getX());
+ }
+ if (newPoint.getY() > point.getY())
+ {
+ printf("unconservative Y, diffY = %f, oldY=%f,newY=%f\n",newPoint.getY()-point.getY(), newPoint.getY(),point.getY());
+ }
+ if (newPoint.getZ() > point.getZ())
+ {
+ printf("unconservative Z, diffZ = %f, oldZ=%f,newZ=%f\n",newPoint.getZ()-point.getZ(), newPoint.getZ(),point.getZ());
+ }
+ }
+#endif //DEBUG_CHECK_DEQUANTIZATION
+
+ }
+
+
+ B3_FORCE_INLINE void quantizeWithClamp(unsigned short* out, const b3Vector3& point2,int isMax) const
+ {
+
+ b3Assert(m_useQuantization);
+
+ b3Vector3 clampedPoint(point2);
+ clampedPoint.setMax(m_bvhAabbMin);
+ clampedPoint.setMin(m_bvhAabbMax);
+
+ quantize(out,clampedPoint,isMax);
+
+ }
+
+ B3_FORCE_INLINE b3Vector3 unQuantize(const unsigned short* vecIn) const
+ {
+ b3Vector3 vecOut;
+ vecOut.setValue(
+ (b3Scalar)(vecIn[0]) / (m_bvhQuantization.getX()),
+ (b3Scalar)(vecIn[1]) / (m_bvhQuantization.getY()),
+ (b3Scalar)(vecIn[2]) / (m_bvhQuantization.getZ()));
+ vecOut += m_bvhAabbMin;
+ return vecOut;
+ }
+
+ ///setTraversalMode let's you choose between stackless, recursive or stackless cache friendly tree traversal. Note this is only implemented for quantized trees.
+ void setTraversalMode(b3TraversalMode traversalMode)
+ {
+ m_traversalMode = traversalMode;
+ }
+
+
+ B3_FORCE_INLINE QuantizedNodeArray& getQuantizedNodeArray()
+ {
+ return m_quantizedContiguousNodes;
+ }
+
+
+ B3_FORCE_INLINE BvhSubtreeInfoArray& getSubtreeInfoArray()
+ {
+ return m_SubtreeHeaders;
+ }
+
+////////////////////////////////////////////////////////////////////
+
+ /////Calculate space needed to store BVH for serialization
+ unsigned calculateSerializeBufferSize() const;
+
+ /// Data buffer MUST be 16 byte aligned
+ virtual bool serialize(void *o_alignedDataBuffer, unsigned i_dataBufferSize, bool i_swapEndian) const;
+
+ ///deSerializeInPlace loads and initializes a BVH from a buffer in memory 'in place'
+ static b3QuantizedBvh *deSerializeInPlace(void *i_alignedDataBuffer, unsigned int i_dataBufferSize, bool i_swapEndian);
+
+ static unsigned int getAlignmentSerializationPadding();
+//////////////////////////////////////////////////////////////////////
+
+
+ virtual int calculateSerializeBufferSizeNew() const;
+
+ ///fills the dataBuffer and returns the struct name (and 0 on failure)
+ virtual const char* serialize(void* dataBuffer, b3Serializer* serializer) const;
+
+ virtual void deSerializeFloat(struct b3QuantizedBvhFloatData& quantizedBvhFloatData);
+
+ virtual void deSerializeDouble(struct b3QuantizedBvhDoubleData& quantizedBvhDoubleData);
+
+
+////////////////////////////////////////////////////////////////////
+
+ B3_FORCE_INLINE bool isQuantized()
+ {
+ return m_useQuantization;
+ }
+
+private:
+ // Special "copy" constructor that allows for in-place deserialization
+ // Prevents b3Vector3's default constructor from being called, but doesn't inialize much else
+ // ownsMemory should most likely be false if deserializing, and if you are not, don't call this (it also changes the function signature, which we need)
+ b3QuantizedBvh(b3QuantizedBvh &other, bool ownsMemory);
+
+}
+;
+
+
+struct b3OptimizedBvhNodeFloatData
+{
+ b3Vector3FloatData m_aabbMinOrg;
+ b3Vector3FloatData m_aabbMaxOrg;
+ int m_escapeIndex;
+ int m_subPart;
+ int m_triangleIndex;
+ char m_pad[4];
+};
+
+struct b3OptimizedBvhNodeDoubleData
+{
+ b3Vector3DoubleData m_aabbMinOrg;
+ b3Vector3DoubleData m_aabbMaxOrg;
+ int m_escapeIndex;
+ int m_subPart;
+ int m_triangleIndex;
+ char m_pad[4];
+};
+
+
+
+struct b3QuantizedBvhFloatData
+{
+ b3Vector3FloatData m_bvhAabbMin;
+ b3Vector3FloatData m_bvhAabbMax;
+ b3Vector3FloatData m_bvhQuantization;
+ int m_curNodeIndex;
+ int m_useQuantization;
+ int m_numContiguousLeafNodes;
+ int m_numQuantizedContiguousNodes;
+ b3OptimizedBvhNodeFloatData *m_contiguousNodesPtr;
+ b3QuantizedBvhNodeData *m_quantizedContiguousNodesPtr;
+ b3BvhSubtreeInfoData *m_subTreeInfoPtr;
+ int m_traversalMode;
+ int m_numSubtreeHeaders;
+
+};
+
+struct b3QuantizedBvhDoubleData
+{
+ b3Vector3DoubleData m_bvhAabbMin;
+ b3Vector3DoubleData m_bvhAabbMax;
+ b3Vector3DoubleData m_bvhQuantization;
+ int m_curNodeIndex;
+ int m_useQuantization;
+ int m_numContiguousLeafNodes;
+ int m_numQuantizedContiguousNodes;
+ b3OptimizedBvhNodeDoubleData *m_contiguousNodesPtr;
+ b3QuantizedBvhNodeData *m_quantizedContiguousNodesPtr;
+
+ int m_traversalMode;
+ int m_numSubtreeHeaders;
+ b3BvhSubtreeInfoData *m_subTreeInfoPtr;
+};
+
+
+B3_FORCE_INLINE int b3QuantizedBvh::calculateSerializeBufferSizeNew() const
+{
+ return sizeof(b3QuantizedBvhData);
+}
+
+
+
+#endif //B3_QUANTIZED_BVH_H