Beispiel #1
0
        private static unsafe void CollectAllVerticesFromSubTree(BoundingVolumeHierarchy.Node *nodes, int subTreeNodeIndex,
                                                                 NativeList <MeshConnectivityBuilder.Primitive> primitives, NativeList <float3> vertices)
        {
            int *nodesIndexStack = stackalloc int[BoundingVolumeHierarchy.Constants.UnaryStackSize];
            int  stackSize       = 1;

            nodesIndexStack[0] = subTreeNodeIndex;

            do
            {
                BoundingVolumeHierarchy.Node node = nodes[nodesIndexStack[--stackSize]];

                if (node.IsLeaf)
                {
                    for (int i = 0; i < 4; i++)
                    {
                        if (node.IsChildValid(i))
                        {
                            MeshConnectivityBuilder.Primitive p = primitives[node.Data[i]];
                            vertices.Add(p.Vertices[0]);
                            vertices.Add(p.Vertices[1]);
                            vertices.Add(p.Vertices[2]);

                            if ((p.Flags & MeshConnectivityBuilder.PrimitiveFlags.DefaultTrianglePairFlags) != 0)
                            {
                                vertices.Add(p.Vertices[3]);
                            }
                        }
                    }
                }
                else
                {
                    for (int i = 0; i < 4; i++)
                    {
                        if (node.IsChildValid(i))
                        {
                            nodesIndexStack[stackSize++] = node.Data[i];
                        }
                    }
                }
            } while (stackSize > 0);
        }
Beispiel #2
0
        private static unsafe NativeArray <int> ProducedPrimitivesCountPerSubTree(BoundingVolumeHierarchy.Node *nodes, int nodeCount)
        {
            var primitivesPerNode = new NativeArray <int>(nodeCount, Allocator.Temp);

            for (int nodeIndex = nodeCount - 1; nodeIndex >= 0; nodeIndex--)
            {
                BoundingVolumeHierarchy.Node node = nodes[nodeIndex];

                if (node.IsLeaf)
                {
                    primitivesPerNode[nodeIndex] = node.NumValidChildren();
                }
                else
                {
                    primitivesPerNode[nodeIndex] =
                        primitivesPerNode[node.Data[0]] + primitivesPerNode[node.Data[1]] +
                        primitivesPerNode[node.Data[2]] + primitivesPerNode[node.Data[3]];
                }
            }

            return(primitivesPerNode);
        }
Beispiel #3
0
        internal static unsafe TempSection BuildSections(BoundingVolumeHierarchy.Node *nodes, int nodeCount, NativeList <MeshConnectivityBuilder.Primitive> primitives)
        {
            var tempSections = new TempSection()
            {
                PrimitivesFlags = new NativeList <Mesh.PrimitiveFlags>(Allocator.Temp),
                Primitives      = new NativeList <Mesh.PrimitiveVertexIndices>(Allocator.Temp),
                Vertices        = new NativeList <float3>(Allocator.Temp),
                Ranges          = new NativeList <TempSectionRanges>(Allocator.Temp)
            };

            if (primitives.Length == 0)
            {
                // Early-out in the case of no input primitives
                return(tempSections);
            }

            // Traverse the tree and break out geometry into sections
            int *nodesIndexStack = stackalloc int[BoundingVolumeHierarchy.Constants.UnaryStackSize];
            int  stackSize       = 1;

            nodesIndexStack[0] = 1;

            const float uniqueVerticesPerPrimitiveFactor = 1.5f;

            var primitivesCountInSubTree = ProducedPrimitivesCountPerSubTree(nodes, nodeCount);

            var subTreeIndices = new NativeList <int>(Allocator.Temp);
            var nodeIndices    = new NativeList <int>(Allocator.Temp);
            var tmpVertices    = new NativeList <float3>(Allocator.Temp);

            do
            {
                int nodeIndex = nodesIndexStack[--stackSize];
                int subTreeVertexCountEstimate = (int)(uniqueVerticesPerPrimitiveFactor * primitivesCountInSubTree[nodeIndex]);

                subTreeIndices.Clear();

                if (subTreeVertexCountEstimate < Mesh.Section.MaxNumVertices)
                {
                    subTreeIndices.Add(nodeIndex);
                }
                else
                {
                    // Sub tree is too big, break it up.
                    BoundingVolumeHierarchy.Node node = nodes[nodeIndex];

                    for (int i = 0; i < 4; i++)
                    {
                        if (node.IsChildValid(i))
                        {
                            int childNodeIndex         = node.Data[i];
                            int nodeSubTreeVertexCount = (int)(uniqueVerticesPerPrimitiveFactor * primitivesCountInSubTree[childNodeIndex]);

                            if (nodeSubTreeVertexCount < Mesh.Section.MaxNumVertices)
                            {
                                subTreeIndices.Add(childNodeIndex);
                            }
                            else
                            {
                                nodesIndexStack[stackSize++] = childNodeIndex;
                            }
                        }
                    }
                }

                float       tempUniqueVertexPrimitiveFactor = 1.0f;
                const float factorStepIncrement             = 0.25f;

                while (subTreeIndices.Length > 0)
                {
                    // Try to combine sub trees if multiple sub trees can fit into one section.
                    nodeIndices.Clear();
                    int vertexCountEstimate = 0;

                    for (var i = 0; i < subTreeIndices.Length; ++i)
                    {
                        var subTreeNodeIndex = subTreeIndices[i];
                        int nodeIndexCount   = (int)(tempUniqueVertexPrimitiveFactor * primitivesCountInSubTree[subTreeNodeIndex]);
                        if (vertexCountEstimate + nodeIndexCount < Mesh.Section.MaxNumVertices)
                        {
                            vertexCountEstimate += nodeIndexCount;
                            nodeIndices.Add(subTreeNodeIndex);
                        }
                    }

                    if (nodeIndices.Length == 0)
                    {
                        // We failed to fit any sub tree into sections.
                        // Split up nodes and push them to stack.
                        for (var index = 0; index < subTreeIndices.Length; ++index)
                        {
                            var subTreeNodeIndex = subTreeIndices[index];
                            BoundingVolumeHierarchy.Node nodeToSplit = nodes[subTreeNodeIndex];

                            for (int i = 0; i < 4; i++)
                            {
                                if (nodeToSplit.IsChildValid(i))
                                {
                                    nodesIndexStack[stackSize++] = nodeToSplit.Data[i];
                                }
                            }
                        }

                        subTreeIndices.Clear();
                        continue;
                    }

                    // Collect vertices from all sub trees.
                    tmpVertices.Clear();
                    for (var i = 0; i < nodeIndices.Length; ++i)
                    {
                        var subTreeNodeIndex = nodeIndices[i];
                        CollectAllVerticesFromSubTree(nodes, subTreeNodeIndex, primitives, tmpVertices);
                    }

                    var vertexIndices = new NativeArray <int>(tmpVertices.Length, Allocator.Temp);
                    for (int i = 0; i < vertexIndices.Length; i++)
                    {
                        vertexIndices[i] = i;
                    }

                    NativeList <float3> uniqueVertices = MeshConnectivityBuilder.WeldVertices(vertexIndices, new NativeArray <float3>(tmpVertices, Allocator.Temp));

                    if (uniqueVertices.Length < Mesh.Section.MaxNumVertices)
                    {
                        BuildSectionGeometry(tempSections, primitives, nodeIndices, nodes, new NativeArray <float3>(uniqueVertices, Allocator.Temp));

                        // Remove used indices
                        for (var i = 0; i < nodeIndices.Length; ++i)
                        {
                            var nodeTreeIndex = nodeIndices[i];
                            subTreeIndices.RemoveAtSwapBack(subTreeIndices.IndexOf(nodeTreeIndex));
                        }
                    }
                    else
                    {
                        // Estimate of num vertices per primitives was wrong.
                        // Increase the tempUniqueVertexPrimitiveFactor.
                        tempUniqueVertexPrimitiveFactor += factorStepIncrement;
                    }
                }
            }while (stackSize > 0);

            return(tempSections);
        }
Beispiel #4
0
        private static unsafe void BuildSectionGeometry(TempSection sections, NativeList <MeshConnectivityBuilder.Primitive> primitives, NativeList <int> subTreeNodeIndices, BoundingVolumeHierarchy.Node *nodes, NativeArray <float3> vertices)
        {
            var sectionIndex = sections.Ranges.Length;

            var newSectionRange = new TempSectionRanges
            {
                VerticesMin        = sections.Vertices.Length,
                PrimitivesFlagsMin = sections.PrimitivesFlags.Length,
                PrimitivesMin      = sections.Primitives.Length
            };

            sections.Vertices.AddRange(vertices);

            int *nodesIndexStack = stackalloc int[BoundingVolumeHierarchy.Constants.UnaryStackSize];

            for (var rootIndex = 0; rootIndex < subTreeNodeIndices.Length; ++rootIndex)
            {
                var root      = subTreeNodeIndices[rootIndex];
                int stackSize = 1;
                nodesIndexStack[0] = root;

                do
                {
                    int nodeIndex = nodesIndexStack[--stackSize];
                    ref BoundingVolumeHierarchy.Node node = ref nodes[nodeIndex];

                    if (node.IsLeaf)
                    {
                        for (int i = 0; i < 4; i++)
                        {
                            if (node.IsChildValid(i))
                            {
                                MeshConnectivityBuilder.Primitive p = primitives[node.Data[i]];
                                sections.PrimitivesFlags.Add(ConvertPrimitiveFlags(p.Flags));

                                int vertexCount = (p.Flags & MeshConnectivityBuilder.PrimitiveFlags.IsTrianglePair) != 0 ? 4 : 3;

                                Mesh.PrimitiveVertexIndices sectionPrimitive = new Mesh.PrimitiveVertexIndices();
                                byte *vertexIndices = &sectionPrimitive.A;

                                for (int v = 0; v < vertexCount; v++)
                                {
                                    vertexIndices[v] = (byte)vertices.IndexOf(p.Vertices[v]);
                                }

                                if (vertexCount == 3)
                                {
                                    sectionPrimitive.D = sectionPrimitive.C;
                                }

                                sections.Primitives.Add(sectionPrimitive);

                                int primitiveSectionIndex = sections.Primitives.Length - newSectionRange.PrimitivesMin - 1;

                                // Update primitive index in the BVH.
                                node.Data[i] = (sectionIndex << 8) | primitiveSectionIndex;
                            }
                        }
                    }
                    else
                    {
                        for (int i = 0; i < 4; i++)
                        {
                            if (node.IsChildValid(i))
                            {
                                nodesIndexStack[stackSize++] = node.Data[i];
                            }
                        }
                    }
                } while (stackSize > 0);
            }