Add support for updating the CPU-side accelstruct used for actor tracing

This commit is contained in:
dpjudas 2024-10-20 23:54:15 +02:00
commit 4a425c4493
7 changed files with 404 additions and 556 deletions

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@ -21,6 +21,7 @@
*/
#include "hw_collision.h"
#include "hw_levelmesh.h"
#include <algorithm>
#include <functional>
#include <cfloat>
@ -28,73 +29,347 @@
#include <immintrin.h>
#endif
TriangleMeshShape::TriangleMeshShape(const FFlatVertex *vertices, int num_vertices, const unsigned int *elements, int num_elements)
CPUAccelStruct::CPUAccelStruct(LevelMesh* mesh) : Mesh(mesh)
{
// Find out how many segments we should split the map into
DynamicBLAS.resize(32);
IndexesPerBLAS = ((Mesh->Mesh.Indexes.size() + 2) / 3 / DynamicBLAS.size() + 1) * 3;
InstanceCount = (Mesh->Mesh.IndexCount + IndexesPerBLAS - 1) / IndexesPerBLAS;
// Create a BLAS for each segment in use
for (int instance = 0; instance < InstanceCount; instance++)
{
int indexStart = instance * IndexesPerBLAS;
int indexEnd = std::min(indexStart + IndexesPerBLAS, Mesh->Mesh.IndexCount);
DynamicBLAS[instance] = CreateBLAS(indexStart, indexEnd - indexStart);
}
CreateTLAS();
Upload();
}
CPUAccelStruct::~CPUAccelStruct()
{
}
TraceHit CPUAccelStruct::FindFirstHit(const FVector3& rayStart, const FVector3& rayEnd)
{
RayBBox ray(rayStart, rayEnd);
TraceHit hit;
FindFirstHit(ray, TLAS.Root, &hit);
return hit;
}
void CPUAccelStruct::FindFirstHit(const RayBBox& ray, int a, TraceHit* hit)
{
if (IntersectionTest::ray_aabb(ray, TLAS.Nodes[a].aabb) == IntersectionTest::overlap)
{
if (TLAS.Nodes[a].IsLeaf())
{
int blasIndex = TLAS.Nodes[a].blas_index;
TraceHit blasHit = DynamicBLAS[blasIndex]->FindFirstHit(ray.start, ray.end);
if (blasHit.fraction < hit->fraction)
{
hit->fraction = blasHit.fraction;
hit->triangle = (IndexesPerBLAS * blasIndex) / 3 + blasHit.triangle;
hit->b = blasHit.b;
hit->c = blasHit.c;
}
}
else
{
FindFirstHit(ray, TLAS.Nodes[a].left, hit);
FindFirstHit(ray, TLAS.Nodes[a].right, hit);
}
}
}
void CPUAccelStruct::Update()
{
if (Mesh->UploadRanges.Index.Size() == 0)
return;
InstanceCount = (Mesh->Mesh.IndexCount + IndexesPerBLAS - 1) / IndexesPerBLAS;
bool needsUpdate[32] = {};
for (const MeshBufferRange& range : Mesh->UploadRanges.Index)
{
int start = range.Start / IndexesPerBLAS;
int end = (range.End + IndexesPerBLAS - 1) / IndexesPerBLAS;
for (int i = start; i < end; i++)
{
needsUpdate[i] = true;
}
}
for (int instance = 0; instance < InstanceCount; instance++)
{
if (needsUpdate)
{
int indexStart = instance * IndexesPerBLAS;
int indexEnd = std::min(indexStart + IndexesPerBLAS, Mesh->Mesh.IndexCount);
DynamicBLAS[instance] = CreateBLAS(indexStart, indexEnd - indexStart);
}
}
CreateTLAS();
Upload();
}
std::unique_ptr<CPUBottomLevelAccelStruct> CPUAccelStruct::CreateBLAS(int indexStart, int indexCount)
{
return std::make_unique<CPUBottomLevelAccelStruct>(Mesh->Mesh.Vertices.Data(), Mesh->Mesh.Vertices.Size(), &Mesh->Mesh.Indexes[indexStart], indexCount, Scratch);
}
static FVector3 SwapYZ(const FVector3& v)
{
return FVector3(v.X, v.Z, v.Y);
}
void CPUAccelStruct::Upload()
{
// To do: don't bother with this if rayquery is available as it won't be used
unsigned int count = (unsigned int)TLAS.Nodes.size();
for (auto& blas : DynamicBLAS)
{
if (blas)
{
count += (unsigned int)blas->GetNodes().size();
}
}
if (Mesh->Mesh.Nodes.Size() < count)
{
Mesh->Mesh.Nodes.Resize(std::max(count * 2, (unsigned int)10000));
}
Mesh->Mesh.RootNode = TLAS.Root;
auto& destnodes = Mesh->Mesh.Nodes;
// Copy the BLAS nodes to the mesh node list and remember their locations
int offset = TLAS.Nodes.size();
int instance = 0;
int blasOffsets[32] = {};
for (auto& blas : DynamicBLAS)
{
if (blas)
{
int blasStart = offset;
int indexStart = instance * IndexesPerBLAS;
blasOffsets[instance] = blasStart;
for (const auto& node : blas->GetNodes())
{
CollisionNode& info = destnodes[offset];
info.center = SwapYZ(node.aabb.Center);
info.extents = SwapYZ(node.aabb.Extents);
info.left = blasStart + node.left;
info.right = blasStart + node.right;
info.element_index = indexStart + node.element_index;
offset++;
}
instance++;
}
}
// Copy the TLAS nodes and redirect the leafs to the BLAS roots
offset = 0;
for (const auto& node : TLAS.Nodes)
{
CollisionNode& info = destnodes[offset];
info.center = SwapYZ(node.aabb.Center);
info.extents = SwapYZ(node.aabb.Extents);
if (node.left != -1 && TLAS.Nodes[node.left].blas_index != -1)
{
info.left = blasOffsets[TLAS.Nodes[node.left].blas_index];
}
else
{
info.left = node.left;
}
if (node.right != -1 && TLAS.Nodes[node.right].blas_index != -1)
{
info.right = blasOffsets[TLAS.Nodes[node.right].blas_index];
}
else
{
info.right = node.right;
}
info.element_index = -1;
offset++;
}
Mesh->UploadRanges.Node.Clear();
Mesh->UploadRanges.Node.Push({ 0, (int)count });
}
void CPUAccelStruct::CreateTLAS()
{
Scratch.leafs.clear();
Scratch.leafs.reserve(InstanceCount);
Scratch.centroids.clear();
Scratch.centroids.reserve(DynamicBLAS.size());
for (int i = 0; i < InstanceCount; i++)
{
Scratch.leafs.push_back(i);
Scratch.centroids.push_back(DynamicBLAS[i]->GetBBox().Center);
}
size_t neededbuffersize = InstanceCount * 2;
if (Scratch.workbuffer.size() < neededbuffersize)
Scratch.workbuffer.resize(neededbuffersize);
TLAS.Nodes.clear();
TLAS.Root = Subdivide(Scratch.leafs.data(), (int)Scratch.leafs.size(), Scratch.centroids.data(), Scratch.workbuffer.data());
}
int CPUAccelStruct::Subdivide(int* instances, int numInstances, const FVector3* centroids, int* workBuffer)
{
if (numInstances == 0)
return -1;
// Find bounding box and median of the instance centroids
FVector3 median;
FVector3 min = DynamicBLAS[0]->GetBBox().min;
FVector3 max = DynamicBLAS[0]->GetBBox().max;
for (int i = 0; i < numInstances; i++)
{
const CollisionBBox& bbox = DynamicBLAS[i]->GetBBox();
min.X = std::min(min.X, bbox.min.X);
min.Y = std::min(min.Y, bbox.min.Y);
min.Z = std::min(min.Z, bbox.min.Z);
max.X = std::max(max.X, bbox.max.X);
max.Y = std::max(max.Y, bbox.max.Y);
max.Z = std::max(max.Z, bbox.max.Z);
median += centroids[instances[i]];
}
median /= (float)numInstances;
if (numInstances == 1) // Leaf node
{
TLAS.Nodes.push_back(Node(min, max, instances[0]));
return (int)TLAS.Nodes.size() - 1;
}
// Find the longest axis
float axis_lengths[3] =
{
max.X - min.X,
max.Y - min.Y,
max.Z - min.Z
};
int axis_order[3] = { 0, 1, 2 };
std::sort(axis_order, axis_order + 3, [&](int a, int b) { return axis_lengths[a] > axis_lengths[b]; });
// Try split at longest axis, then if that fails the next longest, and then the remaining one
int left_count, right_count;
FVector3 axis;
for (int attempt = 0; attempt < 3; attempt++)
{
// Find the split plane for axis
switch (axis_order[attempt])
{
default:
case 0: axis = FVector3(1.0f, 0.0f, 0.0f); break;
case 1: axis = FVector3(0.0f, 1.0f, 0.0f); break;
case 2: axis = FVector3(0.0f, 0.0f, 1.0f); break;
}
FVector4 plane(axis, -(median | axis)); // plane(axis, -dot(median, axis));
// Split instances into two
left_count = 0;
right_count = 0;
for (int i = 0; i < numInstances; i++)
{
int instance = instances[i];
float side = (FVector4(centroids[instance], 1.0f) | plane);
if (side >= 0.0f)
{
workBuffer[left_count] = instance;
left_count++;
}
else
{
workBuffer[numInstances + right_count] = instance;
right_count++;
}
}
if (left_count != 0 && right_count != 0)
break;
}
// Check if something went wrong when splitting and do a random split instead
if (left_count == 0 || right_count == 0)
{
left_count = numInstances / 2;
right_count = numInstances - left_count;
}
else
{
// Move result back into instances list:
for (int i = 0; i < left_count; i++)
instances[i] = workBuffer[i];
for (int i = 0; i < right_count; i++)
instances[i + left_count] = workBuffer[numInstances + i];
}
// Create child nodes:
int left_index = -1;
int right_index = -1;
if (left_count > 0)
left_index = Subdivide(instances, left_count, centroids, workBuffer);
if (right_count > 0)
right_index = Subdivide(instances + left_count, right_count, centroids, workBuffer);
TLAS.Nodes.push_back(Node(min, max, left_index, right_index));
return (int)TLAS.Nodes.size() - 1;
}
/////////////////////////////////////////////////////////////////////////////
CPUBottomLevelAccelStruct::CPUBottomLevelAccelStruct(const FFlatVertex *vertices, int num_vertices, const unsigned int *elements, int num_elements, AccelStructScratchBuffer& scratch)
: vertices(vertices), num_vertices(num_vertices), elements(elements), num_elements(num_elements)
{
int num_triangles = num_elements / 3;
if (num_triangles <= 0)
return;
std::vector<int> triangles;
std::vector<FVector3> centroids;
triangles.reserve(num_triangles);
centroids.reserve(num_triangles);
scratch.leafs.clear();
scratch.leafs.reserve(num_triangles);
scratch.centroids.clear();
scratch.centroids.reserve(num_triangles);
for (int i = 0; i < num_triangles; i++)
{
triangles.push_back(i);
scratch.leafs.push_back(i);
int element_index = i * 3;
FVector3 centroid = (vertices[elements[element_index + 0]].fPos() + vertices[elements[element_index + 1]].fPos() + vertices[elements[element_index + 2]].fPos()) * (1.0f / 3.0f);
centroids.push_back(centroid);
scratch.centroids.push_back(centroid);
}
std::vector<int> work_buffer(num_triangles * 2);
size_t neededbuffersize = num_triangles * 2;
if (scratch.workbuffer.size() < neededbuffersize)
scratch.workbuffer.resize(neededbuffersize);
root = subdivide(&triangles[0], (int)triangles.size(), &centroids[0], &work_buffer[0]);
root = Subdivide(&scratch.leafs[0], (int)scratch.leafs.size(), &scratch.centroids[0], scratch.workbuffer.data());
}
float TriangleMeshShape::sweep(TriangleMeshShape *shape1, SphereShape *shape2, const FVector3 &target)
{
if (shape1->root == -1)
return 1.0f;
return sweep(shape1, shape2, shape1->root, target);
}
bool TriangleMeshShape::find_any_hit(TriangleMeshShape *shape1, TriangleMeshShape *shape2)
{
if (shape1->root == -1)
return false;
return find_any_hit(shape1, shape2, shape1->root, shape2->root);
}
bool TriangleMeshShape::find_any_hit(TriangleMeshShape *shape1, SphereShape *shape2)
{
if (shape1->root == -1)
return false;
return find_any_hit(shape1, shape2, shape1->root);
}
std::vector<int> TriangleMeshShape::find_all_hits(TriangleMeshShape* shape1, SphereShape* shape2)
{
std::vector<int> hits;
if (shape1->root != -1)
find_all_hits(shape1, shape2, shape1->root, hits);
return hits;
}
bool TriangleMeshShape::find_any_hit(TriangleMeshShape *shape, const FVector3 &ray_start, const FVector3 &ray_end)
{
if (shape->root == -1)
return false;
return find_any_hit(shape, RayBBox(ray_start, ray_end), shape->root);
}
TraceHit TriangleMeshShape::find_first_hit(TriangleMeshShape *shape, const FVector3 &ray_start, const FVector3 &ray_end)
TraceHit CPUBottomLevelAccelStruct::FindFirstHit(const FVector3 &ray_start, const FVector3 &ray_end)
{
TraceHit hit;
if (shape->root == -1)
if (root == -1)
return hit;
// Perform segmented tracing to keep the ray AABB box smaller
@ -107,7 +382,7 @@ TraceHit TriangleMeshShape::find_first_hit(TriangleMeshShape *shape, const FVect
float segstart = t / tracedist;
float segend = std::min(t + segmentlen, tracedist) / tracedist;
find_first_hit(shape, RayBBox(ray_start + ray_dir * segstart, ray_start + ray_dir * segend), shape->root, &hit);
FindFirstHit(RayBBox(ray_start + ray_dir * segstart, ray_start + ray_dir * segend), root, &hit);
if (hit.fraction < 1.0f)
{
hit.fraction = segstart * (1.0f - hit.fraction) + segend * hit.fraction;
@ -118,171 +393,39 @@ TraceHit TriangleMeshShape::find_first_hit(TriangleMeshShape *shape, const FVect
return hit;
}
float TriangleMeshShape::sweep(TriangleMeshShape *shape1, SphereShape *shape2, int a, const FVector3 &target)
void CPUBottomLevelAccelStruct::FindFirstHit(const RayBBox &ray, int a, TraceHit *hit)
{
if (sweep_overlap_bv_sphere(shape1, shape2, a, target))
if (IntersectionTest::ray_aabb(ray, nodes[a].aabb) == IntersectionTest::overlap)
{
if (shape1->is_leaf(a))
{
return sweep_intersect_triangle_sphere(shape1, shape2, a, target);
}
else
{
return std::min(sweep(shape1, shape2, shape1->nodes[a].left, target), sweep(shape1, shape2, shape1->nodes[a].right, target));
}
}
return 1.0f;
}
bool TriangleMeshShape::find_any_hit(TriangleMeshShape *shape1, SphereShape *shape2, int a)
{
if (overlap_bv_sphere(shape1, shape2, a))
{
if (shape1->is_leaf(a))
{
return overlap_triangle_sphere(shape1, shape2, a);
}
else
{
if (find_any_hit(shape1, shape2, shape1->nodes[a].left))
return true;
else
return find_any_hit(shape1, shape2, shape1->nodes[a].right);
}
}
return false;
}
void TriangleMeshShape::find_all_hits(TriangleMeshShape* shape1, SphereShape* shape2, int a, std::vector<int>& hits)
{
if (overlap_bv_sphere(shape1, shape2, a))
{
if (shape1->is_leaf(a))
{
if (overlap_triangle_sphere(shape1, shape2, a))
{
hits.push_back(shape1->nodes[a].element_index / 3);
}
}
else
{
find_all_hits(shape1, shape2, shape1->nodes[a].left, hits);
find_all_hits(shape1, shape2, shape1->nodes[a].right, hits);
}
}
}
bool TriangleMeshShape::find_any_hit(TriangleMeshShape *shape1, TriangleMeshShape *shape2, int a, int b)
{
bool leaf_a = shape1->is_leaf(a);
bool leaf_b = shape2->is_leaf(b);
if (leaf_a && leaf_b)
{
return overlap_triangle_triangle(shape1, shape2, a, b);
}
else if (!leaf_a && !leaf_b)
{
if (overlap_bv(shape1, shape2, a, b))
{
if (shape1->volume(a) > shape2->volume(b))
{
if (find_any_hit(shape1, shape2, shape1->nodes[a].left, b))
return true;
else
return find_any_hit(shape1, shape2, shape1->nodes[a].right, b);
}
else
{
if (find_any_hit(shape1, shape2, a, shape2->nodes[b].left))
return true;
else
return find_any_hit(shape1, shape2, a, shape2->nodes[b].right);
}
}
return false;
}
else if (leaf_a)
{
if (overlap_bv_triangle(shape2, shape1, b, a))
{
if (find_any_hit(shape1, shape2, a, shape2->nodes[b].left))
return true;
else
return find_any_hit(shape1, shape2, a, shape2->nodes[b].right);
}
return false;
}
else
{
if (overlap_bv_triangle(shape1, shape2, a, b))
{
if (find_any_hit(shape1, shape2, shape1->nodes[a].left, b))
return true;
else
return find_any_hit(shape1, shape2, shape1->nodes[a].right, b);
}
return false;
}
}
bool TriangleMeshShape::find_any_hit(TriangleMeshShape *shape, const RayBBox &ray, int a)
{
if (overlap_bv_ray(shape, ray, a))
{
if (shape->is_leaf(a))
if (nodes[a].IsLeaf())
{
float baryB, baryC;
return intersect_triangle_ray(shape, ray, a, baryB, baryC) < 1.0f;
}
else
{
if (find_any_hit(shape, ray, shape->nodes[a].left))
return true;
else
return find_any_hit(shape, ray, shape->nodes[a].right);
}
}
return false;
}
void TriangleMeshShape::find_first_hit(TriangleMeshShape *shape, const RayBBox &ray, int a, TraceHit *hit)
{
if (overlap_bv_ray(shape, ray, a))
{
if (shape->is_leaf(a))
{
float baryB, baryC;
float t = intersect_triangle_ray(shape, ray, a, baryB, baryC);
float t = IntersectTriangleRay(ray, a, baryB, baryC);
if (t < hit->fraction)
{
hit->fraction = t;
hit->triangle = shape->nodes[a].element_index / 3;
hit->triangle = nodes[a].element_index / 3;
hit->b = baryB;
hit->c = baryC;
}
}
else
{
find_first_hit(shape, ray, shape->nodes[a].left, hit);
find_first_hit(shape, ray, shape->nodes[a].right, hit);
FindFirstHit(ray, nodes[a].left, hit);
FindFirstHit(ray, nodes[a].right, hit);
}
}
}
bool TriangleMeshShape::overlap_bv_ray(TriangleMeshShape *shape, const RayBBox &ray, int a)
float CPUBottomLevelAccelStruct::IntersectTriangleRay(const RayBBox &ray, int a, float &barycentricB, float &barycentricC)
{
return IntersectionTest::ray_aabb(ray, shape->nodes[a].aabb) == IntersectionTest::overlap;
}
float TriangleMeshShape::intersect_triangle_ray(TriangleMeshShape *shape, const RayBBox &ray, int a, float &barycentricB, float &barycentricC)
{
const int start_element = shape->nodes[a].element_index;
const int start_element = nodes[a].element_index;
FVector3 p[3] =
{
shape->vertices[shape->elements[start_element]].fPos(),
shape->vertices[shape->elements[start_element + 1]].fPos(),
shape->vertices[shape->elements[start_element + 2]].fPos()
vertices[elements[start_element]].fPos(),
vertices[elements[start_element + 1]].fPos(),
vertices[elements[start_element + 2]].fPos()
};
// Moeller-Trumbore ray-triangle intersection algorithm:
@ -338,255 +481,7 @@ float TriangleMeshShape::intersect_triangle_ray(TriangleMeshShape *shape, const
return t;
}
bool TriangleMeshShape::sweep_overlap_bv_sphere(TriangleMeshShape *shape1, SphereShape *shape2, int a, const FVector3 &target)
{
// Convert to ray test by expanding the AABB:
CollisionBBox aabb = shape1->nodes[a].aabb;
aabb.Extents.X += shape2->radius;
aabb.Extents.Y += shape2->radius;
aabb.Extents.Z += shape2->radius;
return IntersectionTest::ray_aabb(RayBBox(shape2->center, target), aabb) == IntersectionTest::overlap;
}
float TriangleMeshShape::sweep_intersect_triangle_sphere(TriangleMeshShape *shape1, SphereShape *shape2, int a, const FVector3 &target)
{
const int start_element = shape1->nodes[a].element_index;
FVector3 p[3] =
{
shape1->vertices[shape1->elements[start_element]].fPos(),
shape1->vertices[shape1->elements[start_element + 1]].fPos(),
shape1->vertices[shape1->elements[start_element + 2]].fPos()
};
FVector3 c = shape2->center;
FVector3 e = target;
float r = shape2->radius;
// Dynamic intersection test between a ray and the minkowski sum of the sphere and polygon:
FVector3 n = ((p[1] - p[0]) ^ (p[2] - p[0])).Unit(); // normalize(cross(p[1] - p[0], p[2] - p[0]));
FVector4 plane(n, -(n | p[0])); // plane(n, -dot(n, p[0]));
// Step 1: Plane intersect test
float sc = (plane | FVector4(c, 1.0f)); // dot(plane, FVector4(c, 1.0f));
float se = (plane | FVector4(e, 1.0f)); // dot(plane, FVector4(e, 1.0f));
bool same_side = sc * se > 0.0f;
if (same_side && std::abs(sc) > r && std::abs(se) > r)
return 1.0f;
// Step 1a: Check if point is in polygon (using crossing ray test in 2d)
{
float t = (sc - r) / (sc - se);
FVector3 vt = c + (e - c) * t;
FVector3 u0 = p[1] - p[0];
FVector3 u1 = p[2] - p[0];
FVector2 v_2d[3] =
{
FVector2(0.0f, 0.0f),
FVector2((u0 | u0), 0.0f), // FVector2(dot(u0, u0), 0.0f),
FVector2(0.0f, (u1 | u1)) // FVector2(0.0f, dot(u1, u1))
};
FVector2 point((u0 | vt), (u1 | vt)); // point(dot(u0, vt), dot(u1, vt));
bool inside = false;
FVector2 e0 = v_2d[2];
bool y0 = e0.Y >= point.Y;
for (int i = 0; i < 3; i++)
{
FVector2 e1 = v_2d[i];
bool y1 = e1.Y >= point.Y;
if (y0 != y1 && ((e1.Y - point.Y) * (e0.X - e1.X) >= (e1.X - point.X) * (e0.Y - e1.Y)) == y1)
inside = !inside;
y0 = y1;
e0 = e1;
}
if (inside)
return t;
}
// Step 2: Edge intersect test
FVector3 ke[3] =
{
p[1] - p[0],
p[2] - p[1],
p[0] - p[2],
};
FVector3 kg[3] =
{
p[0] - c,
p[1] - c,
p[2] - c,
};
FVector3 ks = e - c;
float kgg[3];
float kgs[3];
float kss[3];
for (int i = 0; i < 3; i++)
{
float kee = (ke[i] | ke[i]); // dot(ke[i], ke[i]);
float keg = (ke[i] | kg[i]); // dot(ke[i], kg[i]);
float kes = (ke[i] | ks); // dot(ke[i], ks);
kgg[i] = (kg[i] | kg[i]); // dot(kg[i], kg[i]);
kgs[i] = (kg[i] | ks); // dot(kg[i], ks);
kss[i] = (ks | ks); // dot(ks, ks);
float aa = kee * kss[i] - kes * kes;
float bb = 2 * (keg * kes - kee * kgs[i]);
float cc = kee * (kgg[i] - r * r) - keg * keg;
float sign = (bb >= 0.0f) ? 1.0f : -1.0f;
float q = -0.5f * (bb + sign * std::sqrt(bb * bb - 4 * aa * cc));
float t0 = q / aa;
float t1 = cc / q;
float t;
if (t0 < 0.0f || t0 > 1.0f)
t = t1;
else if (t1 < 0.0f || t1 > 1.0f)
t = t0;
else
t = std::min(t0, t1);
if (t >= 0.0f && t <= 1.0f)
{
FVector3 ct = c + ks * t;
float d = ((ct - p[i]) | ke[i]); // dot(ct - p[i], ke[i]);
if (d >= 0.0f && d <= kee)
return t;
}
}
// Step 3: Point intersect test
for (int i = 0; i < 3; i++)
{
float aa = kss[i];
float bb = -2.0f * kgs[i];
float cc = kgg[i] - r * r;
float sign = (bb >= 0.0f) ? 1.0f : -1.0f;
float q = -0.5f * (bb + sign * std::sqrt(bb * bb - 4 * aa * cc));
float t0 = q / aa;
float t1 = cc / q;
float t;
if (t0 < 0.0f || t0 > 1.0f)
t = t1;
else if (t1 < 0.0f || t1 > 1.0f)
t = t0;
else
t = std::min(t0, t1);
if (t >= 0.0f && t <= 1.0f)
return t;
}
return 1.0f;
}
bool TriangleMeshShape::overlap_bv(TriangleMeshShape *shape1, TriangleMeshShape *shape2, int a, int b)
{
return IntersectionTest::aabb(shape1->nodes[a].aabb, shape2->nodes[b].aabb) == IntersectionTest::overlap;
}
bool TriangleMeshShape::overlap_bv_triangle(TriangleMeshShape *shape1, TriangleMeshShape *shape2, int a, int b)
{
return false;
}
bool TriangleMeshShape::overlap_bv_sphere(TriangleMeshShape *shape1, SphereShape *shape2, int a)
{
return IntersectionTest::sphere_aabb(shape2->center, shape2->radius, shape1->nodes[a].aabb) == IntersectionTest::overlap;
}
bool TriangleMeshShape::overlap_triangle_triangle(TriangleMeshShape *shape1, TriangleMeshShape *shape2, int a, int b)
{
return false;
}
bool TriangleMeshShape::overlap_triangle_sphere(TriangleMeshShape *shape1, SphereShape *shape2, int shape1_node_index)
{
// http://realtimecollisiondetection.net/blog/?p=103
int element_index = shape1->nodes[shape1_node_index].element_index;
FVector3 P = shape2->center;
FVector3 A = shape1->vertices[shape1->elements[element_index]].fPos() - P;
FVector3 B = shape1->vertices[shape1->elements[element_index + 1]].fPos() - P;
FVector3 C = shape1->vertices[shape1->elements[element_index + 2]].fPos() - P;
float r = shape2->radius;
float rr = r * r;
// Testing if sphere lies outside the triangle plane
FVector3 V = ((B - A) ^ (C - A)); // cross(B - A, C - A);
float d = A | V; // dot(A, V);
float e = V | V; // dot(V, V);
bool sep1 = d * d > rr * e;
// Testing if sphere lies outside a triangle vertex
float aa = A | A; // dot(A, A);
float ab = A | B; // dot(A, B);
float ac = A | C; // dot(A, C);
float bb = B | B; // dot(B, B);
float bc = B | C; // dot(B, C);
float cc = C | C; // dot(C, C);
bool sep2 = (aa > rr) && (ab > aa) && (ac > aa);
bool sep3 = (bb > rr) && (ab > bb) && (bc > bb);
bool sep4 = (cc > rr) && (ac > cc) && (bc > cc);
// Testing if sphere lies outside a triangle edge
FVector3 AB = B - A;
FVector3 BC = C - B;
FVector3 CA = A - C;
float d1 = ab - aa;
float d2 = bc - bb;
float d3 = ac - cc;
float e1 = (AB | AB); // dot(AB, AB)
float e2 = (BC | BC); // dot(BC, BC)
float e3 = (CA | CA); // dot(CA, CA)
FVector3 Q1 = A * e1 - AB * d1;
FVector3 Q2 = B * e2 - BC * d2;
FVector3 Q3 = C * e3 - CA * d3;
FVector3 QC = C * e1 - Q1;
FVector3 QA = A * e2 - Q2;
FVector3 QB = B * e3 - Q3;
bool sep5 = ((Q1 | Q1) > rr * e1 * e1) && ((Q1 | QC) > 0.0f); // (dot(Q1, Q1) > rr * e1 * e1) && (dot(Q1, QC) > 0.0f);
bool sep6 = ((Q2 | Q2) > rr * e2 * e2) && ((Q2 | QA) > 0.0f); // (dot(Q2, Q2) > rr * e2 * e2) && (dot(Q2, QA) > 0.0f);
bool sep7 = ((Q3 | Q3) > rr * e3 * e3) && ((Q3 | QB) > 0.0f); // (dot(Q3, Q3) > rr * e3 * e3) && (dot(Q3, QB) > 0.0f);
bool separated = sep1 || sep2 || sep3 || sep4 || sep5 || sep6 || sep7;
return (!separated);
}
bool TriangleMeshShape::is_leaf(int node_index)
{
return nodes[node_index].element_index != -1;
}
float TriangleMeshShape::volume(int node_index)
{
const FVector3 &extents = nodes[node_index].aabb.Extents;
return extents.X * extents.Y * extents.Z;
}
int TriangleMeshShape::get_min_depth() const
int CPUBottomLevelAccelStruct::GetMinDepth() const
{
std::function<int(int, int)> visit;
visit = [&](int level, int node_index) -> int {
@ -599,7 +494,7 @@ int TriangleMeshShape::get_min_depth() const
return visit(1, root);
}
int TriangleMeshShape::get_max_depth() const
int CPUBottomLevelAccelStruct::GetMaxDepth() const
{
std::function<int(int, int)> visit;
visit = [&](int level, int node_index) -> int {
@ -612,7 +507,7 @@ int TriangleMeshShape::get_max_depth() const
return visit(1, root);
}
float TriangleMeshShape::get_average_depth() const
float CPUBottomLevelAccelStruct::GetAverageDepth() const
{
std::function<float(int, int)> visit;
visit = [&](int level, int node_index) -> float {
@ -627,12 +522,12 @@ float TriangleMeshShape::get_average_depth() const
return depth_sum / leaf_count;
}
float TriangleMeshShape::get_balanced_depth() const
float CPUBottomLevelAccelStruct::GetBalancedDepth() const
{
return std::log2((float)(num_elements / 3));
}
int TriangleMeshShape::subdivide(int *triangles, int num_triangles, const FVector3 *centroids, int *work_buffer)
int CPUBottomLevelAccelStruct::Subdivide(int *triangles, int num_triangles, const FVector3 *centroids, int *work_buffer)
{
if (num_triangles == 0)
return -1;
@ -738,9 +633,9 @@ int TriangleMeshShape::subdivide(int *triangles, int num_triangles, const FVecto
int left_index = -1;
int right_index = -1;
if (left_count > 0)
left_index = subdivide(triangles, left_count, centroids, work_buffer);
left_index = Subdivide(triangles, left_count, centroids, work_buffer);
if (right_count > 0)
right_index = subdivide(triangles + left_count, right_count, centroids, work_buffer);
right_index = Subdivide(triangles + left_count, right_count, centroids, work_buffer);
nodes.push_back(Node(min, max, left_index, right_index));
return (int)nodes.size() - 1;
@ -748,38 +643,6 @@ int TriangleMeshShape::subdivide(int *triangles, int num_triangles, const FVecto
/////////////////////////////////////////////////////////////////////////////
IntersectionTest::OverlapResult IntersectionTest::sphere_aabb(const FVector3 &center, float radius, const CollisionBBox &aabb)
{
FVector3 a = aabb.min - center;
FVector3 b = center - aabb.max;
a.X = std::max(a.X, 0.0f);
a.Y = std::max(a.Y, 0.0f);
a.Z = std::max(a.Z, 0.0f);
b.X = std::max(b.X, 0.0f);
b.Y = std::max(b.Y, 0.0f);
b.Z = std::max(b.Z, 0.0f);
FVector3 e = a + b;
float d = (e | e); // dot(e, e);
if (d > radius * radius)
return disjoint;
else
return overlap;
}
IntersectionTest::OverlapResult IntersectionTest::aabb(const CollisionBBox& a, const CollisionBBox& b)
{
if (a.min.X > b.max.X || b.min.X > a.max.X ||
a.min.Y > b.max.Y || b.min.Y > a.max.Y ||
a.min.Z > b.max.Z || b.min.Z > a.max.Z)
{
return disjoint;
}
else
{
return overlap;
}
}
static const uint32_t clearsignbitmask[] = { 0x7fffffff, 0x7fffffff, 0x7fffffff, 0x7fffffff };
IntersectionTest::OverlapResult IntersectionTest::ray_aabb(const RayBBox &ray, const CollisionBBox &aabb)

View file

@ -26,16 +26,10 @@
#include "flatvertices.h"
#include <vector>
#include <cmath>
#include <memory>
class SphereShape
{
public:
SphereShape() { }
SphereShape(const FVector3 &center, float radius) : center(center), radius(radius) { }
FVector3 center;
float radius = 0.0f;
};
class LevelMesh;
class CPUBottomLevelAccelStruct;
struct TraceHit
{
@ -45,12 +39,24 @@ struct TraceHit
float c = 0.0f;
};
struct CollisionNode
{
FVector3 center;
float padding1;
FVector3 extents;
float padding2;
int left;
int right;
int element_index;
int padding3;
};
class CollisionBBox
{
public:
CollisionBBox() = default;
CollisionBBox(const FVector3 &aabb_min, const FVector3 &aabb_max)
CollisionBBox(const FVector3& aabb_min, const FVector3& aabb_max)
{
min = aabb_min;
max = aabb_max;
@ -70,7 +76,7 @@ public:
class RayBBox
{
public:
RayBBox(const FVector3 &ray_start, const FVector3 &ray_end) : start(ray_start), end(ray_end)
RayBBox(const FVector3& ray_start, const FVector3& ray_end) : start(ray_start), end(ray_end)
{
c = (ray_start + ray_end) * 0.5f;
w = ray_end - c;
@ -84,27 +90,72 @@ public:
float ssePadding = 0.0f; // Needed to safely load v directly into a sse register
};
class TriangleMeshShape
class AccelStructScratchBuffer
{
public:
TriangleMeshShape(const FFlatVertex *vertices, int num_vertices, const unsigned int *elements, int num_elements);
std::vector<int> leafs;
std::vector<FVector3> centroids;
std::vector<int> workbuffer;
};
int get_min_depth() const;
int get_max_depth() const;
float get_average_depth() const;
float get_balanced_depth() const;
class CPUAccelStruct
{
public:
CPUAccelStruct(LevelMesh* mesh);
~CPUAccelStruct();
const CollisionBBox &get_bbox() const { return nodes[root].aabb; }
void Update();
TraceHit FindFirstHit(const FVector3& rayStart, const FVector3& rayEnd);
static float sweep(TriangleMeshShape *shape1, SphereShape *shape2, const FVector3 &target);
private:
void FindFirstHit(const RayBBox& ray, int a, TraceHit* hit);
void CreateTLAS();
int Subdivide(int* instances, int numInstances, const FVector3* centroids, int* workBuffer);
std::unique_ptr<CPUBottomLevelAccelStruct> CreateBLAS(int indexStart, int indexCount);
void Upload();
static bool find_any_hit(TriangleMeshShape *shape1, TriangleMeshShape *shape2);
static bool find_any_hit(TriangleMeshShape *shape1, SphereShape *shape2);
static bool find_any_hit(TriangleMeshShape *shape, const FVector3 &ray_start, const FVector3 &ray_end);
LevelMesh* Mesh = nullptr;
static std::vector<int> find_all_hits(TriangleMeshShape* shape1, SphereShape* shape2);
struct Node
{
Node() = default;
Node(const FVector3& aabb_min, const FVector3& aabb_max, int blas_index) : aabb(aabb_min, aabb_max), blas_index(blas_index) { }
Node(const FVector3& aabb_min, const FVector3& aabb_max, int left, int right) : aabb(aabb_min, aabb_max), left(left), right(right) { }
static TraceHit find_first_hit(TriangleMeshShape *shape, const FVector3 &ray_start, const FVector3 &ray_end);
bool IsLeaf() const { return blas_index != -1; }
CollisionBBox aabb;
int left = -1;
int right = -1;
int blas_index = -1;
};
struct
{
std::vector<Node> Nodes;
int Root = 0;
} TLAS;
std::vector<std::unique_ptr<CPUBottomLevelAccelStruct>> DynamicBLAS;
int IndexesPerBLAS = 0;
int InstanceCount = 0;
AccelStructScratchBuffer Scratch;
};
class CPUBottomLevelAccelStruct
{
public:
CPUBottomLevelAccelStruct(const FFlatVertex *vertices, int num_vertices, const unsigned int *elements, int num_elements, AccelStructScratchBuffer& scratch);
int GetMinDepth() const;
int GetMaxDepth() const;
float GetAverageDepth() const;
float GetBalancedDepth() const;
const CollisionBBox &GetBBox() const { return nodes[root].aabb; }
TraceHit FindFirstHit(const FVector3 &ray_start, const FVector3 &ray_end);
struct Node
{
@ -112,14 +163,16 @@ public:
Node(const FVector3 &aabb_min, const FVector3 &aabb_max, int element_index) : aabb(aabb_min, aabb_max), element_index(element_index) { }
Node(const FVector3 &aabb_min, const FVector3 &aabb_max, int left, int right) : aabb(aabb_min, aabb_max), left(left), right(right) { }
bool IsLeaf() const { return element_index != -1; }
CollisionBBox aabb;
int left = -1;
int right = -1;
int element_index = -1;
};
const std::vector<Node>& get_nodes() const { return nodes; }
int get_root() const { return root; }
const std::vector<Node>& GetNodes() const { return nodes; }
int GetRoot() const { return root; }
private:
const FFlatVertex* vertices = nullptr;
@ -130,51 +183,19 @@ private:
std::vector<Node> nodes;
int root = -1;
static float sweep(TriangleMeshShape *shape1, SphereShape *shape2, int a, const FVector3 &target);
static bool find_any_hit(TriangleMeshShape *shape1, TriangleMeshShape *shape2, int a, int b);
static bool find_any_hit(TriangleMeshShape *shape1, SphereShape *shape2, int a);
static bool find_any_hit(TriangleMeshShape *shape1, const RayBBox &ray, int a);
static void find_all_hits(TriangleMeshShape* shape1, SphereShape* shape2, int a, std::vector<int>& hits);
static void find_first_hit(TriangleMeshShape *shape1, const RayBBox &ray, int a, TraceHit *hit);
inline static bool overlap_bv_ray(TriangleMeshShape *shape, const RayBBox &ray, int a);
inline static float intersect_triangle_ray(TriangleMeshShape *shape, const RayBBox &ray, int a, float &barycentricB, float &barycentricC);
inline static bool sweep_overlap_bv_sphere(TriangleMeshShape *shape1, SphereShape *shape2, int a, const FVector3 &target);
inline static float sweep_intersect_triangle_sphere(TriangleMeshShape *shape1, SphereShape *shape2, int a, const FVector3 &target);
inline static bool overlap_bv(TriangleMeshShape *shape1, TriangleMeshShape *shape2, int a, int b);
inline static bool overlap_bv_triangle(TriangleMeshShape *shape1, TriangleMeshShape *shape2, int a, int b);
inline static bool overlap_bv_sphere(TriangleMeshShape *shape1, SphereShape *shape2, int a);
inline static bool overlap_triangle_triangle(TriangleMeshShape *shape1, TriangleMeshShape *shape2, int a, int b);
inline static bool overlap_triangle_sphere(TriangleMeshShape *shape1, SphereShape *shape2, int a);
inline bool is_leaf(int node_index);
inline float volume(int node_index);
int subdivide(int *triangles, int num_triangles, const FVector3 *centroids, int *work_buffer);
void FindFirstHit(const RayBBox& ray, int a, TraceHit* hit);
float IntersectTriangleRay(const RayBBox &ray, int a, float &barycentricB, float &barycentricC);
int Subdivide(int *triangles, int num_triangles, const FVector3 *centroids, int *work_buffer);
};
class IntersectionTest
{
public:
enum Result
{
outside,
inside,
intersecting,
};
enum OverlapResult
{
disjoint,
overlap
};
static OverlapResult sphere_aabb(const FVector3 &center, float radius, const CollisionBBox &aabb);
static OverlapResult aabb(const CollisionBBox &a, const CollisionBBox &b);
static OverlapResult ray_aabb(const RayBBox &ray, const CollisionBBox &box);
};

View file

@ -16,9 +16,12 @@ LevelMesh::LevelMesh()
Portals.Push(portal);
AddEmptyMesh();
UpdateCollision();
CreateCollision();
}
Mesh.MaxNodes = (int)std::max(Collision->get_nodes().size() * 2, (size_t)10000);
void LevelMesh::CreateCollision()
{
Collision = std::make_unique<CPUAccelStruct>(this);
}
void LevelMesh::Reset(const LevelMeshLimits& limits)
@ -92,7 +95,7 @@ LevelMeshSurface* LevelMesh::Trace(const FVector3& start, FVector3 direction, fl
{
FVector3 end = origin + direction * maxDist;
TraceHit hit = TriangleMeshShape::find_first_hit(Collision.get(), origin, end);
TraceHit hit = Collision->FindFirstHit(origin, end);
if (hit.triangle < 0)
{
@ -142,12 +145,6 @@ LevelMeshTileStats LevelMesh::GatherTilePixelStats()
return stats;
}
void LevelMesh::UpdateCollision()
{
Collision = std::make_unique<TriangleMeshShape>(Mesh.Vertices.Data(), Mesh.Vertices.Size(), Mesh.Indexes.Data(), Mesh.IndexCount);
UploadCollision();
}
struct LevelMeshPlaneGroup
{
FVector4 plane = FVector4(0, 0, 1, 0);

View file

@ -143,7 +143,8 @@ public:
TArray<uint32_t> DrawIndexes;
// GPU buffer size for collision nodes
int MaxNodes = 0;
TArray<CollisionNode> Nodes;
int RootNode = 0;
} Mesh;
// Ranges in mesh that have changed since last upload
@ -177,7 +178,7 @@ public:
} FreeLists;
// Data structure for doing mesh traces on the CPU
std::unique_ptr<TriangleMeshShape> Collision;
std::unique_ptr<CPUAccelStruct> Collision;
// Draw index ranges for rendering the level mesh, grouped by pipeline
std::unordered_map<int, TArray<MeshBufferRange>> DrawList[(int)LevelMeshDrawType::NumDrawTypes];
@ -194,14 +195,13 @@ public:
uint32_t AtlasPixelCount() const { return uint32_t(LMTextureCount * LMTextureSize * LMTextureSize); }
void UpdateCollision();
void SetupTileTransforms();
void PackLightmapAtlas(int lightmapStartIndex);
void AddEmptyMesh();
void UploadPortals();
void UploadCollision();
void CreateCollision();
void AddRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range);
void RemoveRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range);
@ -316,13 +316,6 @@ inline void LevelMesh::UploadPortals()
AddRange(UploadRanges.Portals, { 0, (int)Portals.Size() });
}
inline void LevelMesh::UploadCollision()
{
UploadRanges.Node.Clear();
if (Collision)
UploadRanges.Node.Push({ 0, (int)Collision->get_nodes().size() });
}
inline void LevelMesh::AddRange(TArray<MeshBufferRange>& ranges, MeshBufferRange range)
{
// Empty range?

View file

@ -269,7 +269,7 @@ void VkLevelMesh::CreateBuffers()
NodeBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(sizeof(CollisionNodeBufferHeader) + Mesh->Mesh.MaxNodes * sizeof(CollisionNode))
.Size(sizeof(CollisionNodeBufferHeader) + Mesh->Mesh.Nodes.Size() * sizeof(CollisionNode))
.DebugName("NodeBuffer")
.Create(fb->GetDevice());
@ -789,7 +789,7 @@ void VkLevelMeshUploader::UploadNodes()
if (Mesh->Mesh->UploadRanges.Node.Size() > 0)
{
CollisionNodeBufferHeader nodesHeader;
nodesHeader.root = Mesh->Mesh->Collision->get_root();
nodesHeader.root = Mesh->Mesh->Mesh.RootNode;
*((CollisionNodeBufferHeader*)(data + datapos)) = nodesHeader;
copyCommands.emplace_back(transferBuffer.get(), Mesh->NodeBuffer.get(), datapos, 0, sizeof(CollisionNodeBufferHeader));
@ -800,21 +800,8 @@ void VkLevelMeshUploader::UploadNodes()
// Copy collision nodes
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Node)
{
const auto& srcnodes = Mesh->Mesh->Collision->get_nodes();
CollisionNode* nodes = (CollisionNode*)(data + datapos);
for (int i = 0, count = range.Count(); i < count; i++)
{
const auto& node = srcnodes[range.Start + i];
CollisionNode info;
info.center = SwapYZ(node.aabb.Center);
info.extents = SwapYZ(node.aabb.Extents);
info.left = node.left;
info.right = node.right;
info.element_index = node.element_index;
*(nodes++) = info;
}
size_t copysize = range.Count() * sizeof(CollisionNode);
memcpy(data + datapos, Mesh->Mesh->Mesh.Nodes.Data() + range.Start, copysize);
if (copysize > 0)
copyCommands.emplace_back(transferBuffer.get(), Mesh->NodeBuffer.get(), datapos, sizeof(CollisionNodeBufferHeader) + range.Start * sizeof(CollisionNode), copysize);
datapos += copysize;

View file

@ -18,18 +18,6 @@ struct CollisionNodeBufferHeader
int padding3;
};
struct CollisionNode
{
FVector3 center;
float padding1;
FVector3 extents;
float padding2;
int left;
int right;
int element_index;
int padding3;
};
struct SurfaceInfo
{
FVector3 Normal;

View file

@ -201,11 +201,8 @@ DoomLevelMesh::DoomLevelMesh(FLevelLocals& doomMap)
for (unsigned int i = 0; i < Flats.Size(); i++)
UpdateFlat(i, SurfaceUpdateType::Full);
UpdateCollision();
Mesh.MaxNodes = std::max(Collision->get_nodes().size() * 2, (size_t)10000);
CreateCollision();
UploadPortals();
SortDrawLists();
r_viewpoint.extralight = oldextralight;
@ -295,6 +292,8 @@ void DoomLevelMesh::BeginFrame(FLevelLocals& doomMap)
UploadDynLights(doomMap);
Collision->Update();
r_viewpoint.extralight = oldextralight;
r_viewpoint.camera = oldcamera;
}