vkdoom_m/src/rendering/hwrenderer/doom_aabbtree.cpp
Christoph Oelckers 07a181090b - missed some MAX's.
2021-10-30 10:45:58 +02:00

273 lines
8.1 KiB
C++

//
//---------------------------------------------------------------------------
// AABB-tree used for ray testing
// Copyright(C) 2017 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "doom_aabbtree.h"
#include "g_levellocals.h"
using namespace hwrenderer;
DoomLevelAABBTree::DoomLevelAABBTree(FLevelLocals *lev)
{
Level = lev;
// Calculate the center of all lines
TArray<FVector2> centroids;
for (unsigned int i = 0; i < Level->lines.Size(); i++)
{
FVector2 v1 = { (float)Level->lines[i].v1->fX(), (float)Level->lines[i].v1->fY() };
FVector2 v2 = { (float)Level->lines[i].v2->fX(), (float)Level->lines[i].v2->fY() };
centroids.Push((v1 + v2) * 0.5f);
}
// Create the static subtree
if (!GenerateTree(&centroids[0], false))
return;
int staticroot = nodes.Size() - 1;
dynamicStartNode = nodes.Size();
dynamicStartLine = treelines.Size();
// Create the dynamic subtree
if (GenerateTree(&centroids[0], true))
{
int dynamicroot = nodes.Size() - 1;
// Create a shared root node
FVector2 aabb_min, aabb_max;
const auto &left = nodes[staticroot];
const auto &right = nodes[dynamicroot];
aabb_min.X = min(left.aabb_left, right.aabb_left);
aabb_min.Y = min(left.aabb_top, right.aabb_top);
aabb_max.X = max(left.aabb_right, right.aabb_right);
aabb_max.Y = max(left.aabb_bottom, right.aabb_bottom);
nodes.Push({ aabb_min, aabb_max, staticroot, dynamicroot });
}
// Add the lines referenced by the leaf nodes
treelines.Resize(mapLines.Size());
for (unsigned int i = 0; i < mapLines.Size(); i++)
{
const auto &line = Level->lines[mapLines[i]];
auto &treeline = treelines[i];
treeline.x = (float)line.v1->fX();
treeline.y = (float)line.v1->fY();
treeline.dx = (float)line.v2->fX() - treeline.x;
treeline.dy = (float)line.v2->fY() - treeline.y;
}
}
bool DoomLevelAABBTree::GenerateTree(const FVector2 *centroids, bool dynamicsubtree)
{
// Create a list of level lines we want to add:
TArray<int> line_elements;
auto &maplines = Level->lines;
for (unsigned int i = 0; i < maplines.Size(); i++)
{
if (!maplines[i].backsector)
{
bool isPolyLine = maplines[i].sidedef[0] && (maplines[i].sidedef[0]->Flags & WALLF_POLYOBJ);
if (isPolyLine && dynamicsubtree)
{
line_elements.Push(mapLines.Size());
mapLines.Push(i);
}
else if (!isPolyLine && !dynamicsubtree)
{
line_elements.Push(mapLines.Size());
mapLines.Push(i);
}
}
}
if (line_elements.Size() == 0)
return false;
// GenerateTreeNode needs a buffer where it can store line indices temporarily when sorting lines into the left and right child AABB buckets
TArray<int> work_buffer;
work_buffer.Resize(line_elements.Size() * 2);
// Generate the AABB tree
GenerateTreeNode(&line_elements[0], (int)line_elements.Size(), centroids, &work_buffer[0]);
return true;
}
bool DoomLevelAABBTree::Update()
{
bool modified = false;
for (unsigned int i = dynamicStartLine; i < mapLines.Size(); i++)
{
const auto &line = Level->lines[mapLines[i]];
AABBTreeLine treeline;
treeline.x = (float)line.v1->fX();
treeline.y = (float)line.v1->fY();
treeline.dx = (float)line.v2->fX() - treeline.x;
treeline.dy = (float)line.v2->fY() - treeline.y;
if (memcmp(&treelines[i], &treeline, sizeof(AABBTreeLine)))
{
TArray<int> path = FindNodePath(i, nodes.Size() - 1);
if (path.Size())
{
float x1 = (float)line.v1->fX();
float y1 = (float)line.v1->fY();
float x2 = (float)line.v2->fX();
float y2 = (float)line.v2->fY();
int nodeIndex = path[0];
nodes[nodeIndex].aabb_left = min(x1, x2);
nodes[nodeIndex].aabb_right = max(x1, x2);
nodes[nodeIndex].aabb_top = min(y1, y2);
nodes[nodeIndex].aabb_bottom = max(y1, y2);
for (unsigned int j = 1; j < path.Size(); j++)
{
auto &cur = nodes[path[j]];
const auto &left = nodes[cur.left_node];
const auto &right = nodes[cur.right_node];
cur.aabb_left = min(left.aabb_left, right.aabb_left);
cur.aabb_top = min(left.aabb_top, right.aabb_top);
cur.aabb_right = max(left.aabb_right, right.aabb_right);
cur.aabb_bottom = max(left.aabb_bottom, right.aabb_bottom);
}
treelines[i] = treeline;
modified = true;
}
}
}
return modified;
}
int DoomLevelAABBTree::GenerateTreeNode(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer)
{
if (num_lines == 0)
return -1;
// Find bounding box and median of the lines
FVector2 median = FVector2(0.0f, 0.0f);
FVector2 aabb_min, aabb_max;
auto &maplines = Level->lines;
aabb_min.X = (float)maplines[mapLines[lines[0]]].v1->fX();
aabb_min.Y = (float)maplines[mapLines[lines[0]]].v1->fY();
aabb_max = aabb_min;
for (int i = 0; i < num_lines; i++)
{
float x1 = (float)maplines[mapLines[lines[i]]].v1->fX();
float y1 = (float)maplines[mapLines[lines[i]]].v1->fY();
float x2 = (float)maplines[mapLines[lines[i]]].v2->fX();
float y2 = (float)maplines[mapLines[lines[i]]].v2->fY();
aabb_min.X = min(aabb_min.X, x1);
aabb_min.X = min(aabb_min.X, x2);
aabb_min.Y = min(aabb_min.Y, y1);
aabb_min.Y = min(aabb_min.Y, y2);
aabb_max.X = max(aabb_max.X, x1);
aabb_max.X = max(aabb_max.X, x2);
aabb_max.Y = max(aabb_max.Y, y1);
aabb_max.Y = max(aabb_max.Y, y2);
median += centroids[mapLines[lines[i]]];
}
median /= (float)num_lines;
if (num_lines == 1) // Leaf node
{
nodes.Push(AABBTreeNode(aabb_min, aabb_max, lines[0]));
return (int)nodes.Size() - 1;
}
// Find the longest axis
float axis_lengths[2] =
{
aabb_max.X - aabb_min.X,
aabb_max.Y - aabb_min.Y
};
int axis_order[2] = { 0, 1 };
FVector2 axis_plane[2] = { FVector2(1.0f, 0.0f), FVector2(0.0f, 1.0f) };
std::sort(axis_order, axis_order + 2, [&](int a, int b) { return axis_lengths[a] > axis_lengths[b]; });
// Try sort at longest axis, then if that fails then the other one.
// We place the sorted lines into work_buffer and then move the result back to the lines list when done.
int left_count, right_count;
for (int attempt = 0; attempt < 2; attempt++)
{
// Find the sort plane for axis
FVector2 axis = axis_plane[axis_order[attempt]];
FVector3 plane(axis, -(median | axis));
// Sort lines into two based ib whether the line center is on the front or back side of a plane
left_count = 0;
right_count = 0;
for (int i = 0; i < num_lines; i++)
{
int line_index = lines[i];
float side = FVector3(centroids[mapLines[lines[i]]], 1.0f) | plane;
if (side >= 0.0f)
{
work_buffer[left_count] = line_index;
left_count++;
}
else
{
work_buffer[num_lines + right_count] = line_index;
right_count++;
}
}
if (left_count != 0 && right_count != 0)
break;
}
// Check if something went wrong when sorting and do a random sort instead
if (left_count == 0 || right_count == 0)
{
left_count = num_lines / 2;
right_count = num_lines - left_count;
}
else
{
// Move result back into lines list:
for (int i = 0; i < left_count; i++)
lines[i] = work_buffer[i];
for (int i = 0; i < right_count; i++)
lines[i + left_count] = work_buffer[num_lines + i];
}
// Create child nodes:
int left_index = -1;
int right_index = -1;
if (left_count > 0)
left_index = GenerateTreeNode(lines, left_count, centroids, work_buffer);
if (right_count > 0)
right_index = GenerateTreeNode(lines + left_count, right_count, centroids, work_buffer);
// Store resulting node and return its index
nodes.Push(AABBTreeNode(aabb_min, aabb_max, left_index, right_index));
return (int)nodes.Size() - 1;
}