public unsafe void GetSelfOverlapsViaQueries <TResultList>(ref TResultList results) where TResultList : IList <Overlap> { var leafQueryResults = new QuickList <int>(BufferPools <int> .Thread); for (int i = 0; i < leafCount; ++i) { var leaf = leaves[i]; BoundingBoxWide leafBoundingBox; BoundingBoxWide.GetBoundingBox(ref Levels[leaf.LevelIndex].Nodes[leaf.NodeIndex].BoundingBoxes, leaf.ChildIndex, out leafBoundingBox); TestRecursive(0, 0, ref leafBoundingBox, ref leafQueryResults); for (int j = 0; j < leafQueryResults.Count; ++j) { //Only include results which which are forward in the list to avoid self tests. if (i < leafQueryResults.Elements[j]) { results.Add(new Overlap { A = i, B = leafQueryResults.Elements[j] }); } } leafQueryResults.Count = 0; } leafQueryResults.Dispose(); //Console.WriteLine("Query-based results:"); //for (int i = 0; i < results.Count; ++i) //{ // Console.WriteLine($"{results[i].A}, {results[i].B}"); //} }
unsafe void GetOverlapsBetweenDifferentNodes <TResultList>(int levelIndex, int aIndex, int bIndex, ref TResultList results) where TResultList : IList <Overlap> { //There are no shared children, so test them all. var a = Levels[levelIndex].Nodes[aIndex]; var b = Levels[levelIndex].Nodes[bIndex]; int nextLevel = levelIndex + 1; for (int i = 0; i < Vector <float> .Count; ++i) { if (a.Children[i] == -1) { continue; } //REALLY want a shuffle here. If we could just push forward, retest, push forward, retest... //Unclear how much of a performance benefit this would actually be, since this is just a series of broadcasts. //... not sure it's actually compiled to a series of broadcasts, though. Vector <int> intersectionMask; BoundingBoxWide aWide; BoundingBoxWide.GetBoundingBox(ref a.BoundingBoxes, i, out aWide); //var aChild = new Vector<int>(a.Children[i]); //var less = Vector.LessThan(aChild, b.Children); //var bChildIsVector.LessThan(b.Children, new Vector<int>(-1)); BoundingBoxWide.Intersects(ref aWide, ref b.BoundingBoxes, out intersectionMask); for (int j = 0; j < Vector <float> .Count; ++j) { //TODO: would it be faster to compute a single combined value via simd and then use a single switch? if (b.Children[j] != -1 && intersectionMask[j] < 0) { //TODO: try removing branches via bool ops if (a.Children[i] >= 0 && b.Children[j] >= 0) { GetOverlapsBetweenDifferentNodes(nextLevel, a.Children[i], b.Children[j], ref results); } else if (a.Children[i] < -1 && b.Children[j] >= 0) { //leaf A versus node B. TestLeafAgainstNode(Encode(a.Children[i]), ref aWide, nextLevel, b.Children[j], ref results); } else if (a.Children[i] >= 0 && b.Children[j] < -1) { //leaf B versus node A. BoundingBoxWide bWide; BoundingBoxWide.GetBoundingBox(ref b.BoundingBoxes, j, out bWide); TestLeafAgainstNode(Encode(b.Children[j]), ref bWide, nextLevel, a.Children[i], ref results); } else if (a.Children[i] < -1 && b.Children[j] < -1) { //Two leaves. var leafA = Encode(a.Children[i]); var leafB = Encode(b.Children[j]); results.Add(new Overlap { A = leafA, B = leafB }); } } } } }
public void Add(ref StreamingLeafGroup parent, int sourceIndex, int destinationIndex, Vector <int>[] masks) { //This is basically: a[i] = b[j] var leavesBroadcast = new Vector <int>(parent.Leaves[sourceIndex]); BoundingBoxWide boundsBroadcast; BoundingBoxWide.GetBoundingBox(ref parent.BoundingBoxes, sourceIndex, out boundsBroadcast); Leaves = Vector.ConditionalSelect(masks[destinationIndex], leavesBroadcast, Leaves); BoundingBoxWide.ConditionalSelect(ref masks[destinationIndex], ref boundsBroadcast, ref BoundingBoxes, out BoundingBoxes); }
public unsafe void GetSelfOverlapsViaStreamingQueries <TResultList>(ref TResultList results) where TResultList : IList <Overlap> { //var startTime = Stopwatch.GetTimestamp(); var rootTarget = new StreamingTarget { LeafGroups = new QuickList <StreamingLeafGroup>(BufferPools <StreamingLeafGroup> .Locking, BufferPool <StreamingLeafGroup> .GetPoolIndex(LeafCount)) }; rootTarget.LeafGroups.Add(new StreamingLeafGroup()); for (int i = 0; i < LeafCount; ++i) { BoundingBoxWide leafWide; BoundingBoxWide.GetBoundingBox(ref Levels[leaves[i].LevelIndex].Nodes[leaves[i].NodeIndex].BoundingBoxes, leaves[i].ChildIndex, out leafWide); var leafIndexWide = new Vector <int>(i); rootTarget.Add(ref leafIndexWide, ref leafWide, singleMasks); } //var endTime = Stopwatch.GetTimestamp(); //Console.WriteLine($"Initial target construction time: {(endTime - startTime) / (double)Stopwatch.Frequency}"); QuickQueue <StreamingTarget> targets = new QuickQueue <StreamingTarget>(BufferPools <StreamingTarget> .Locking, BufferPool <StreamingLeafGroup> .GetPoolIndex(LeafCount)); targets.Enqueue(ref rootTarget); QuickList <int> fallbackResults = new QuickList <int>(BufferPools <int> .Locking); StreamingTarget target; while (targets.TryDequeueLast(out target)) { const int GroupFallbackThreshold = 2; //unfortunately, this should be as high as possible right now because the regular query is faster, period. if (target.LeafGroups.Count <= GroupFallbackThreshold) { var max = target.LastLeavesCount == Vector <int> .Count ? target.LeafGroups.Count : target.LeafGroups.Count - 1; for (int leafGroupIndex = 0; leafGroupIndex < max; ++leafGroupIndex) { for (int leafInGroupIndex = 0; leafInGroupIndex < Vector <int> .Count; ++leafInGroupIndex) { BoundingBoxWide leafWide; BoundingBoxWide.GetBoundingBox(ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, leafInGroupIndex, out leafWide); TestRecursive(target.LevelIndex, target.NodeIndex, ref leafWide, ref fallbackResults); for (int resultIndex = 0; resultIndex < fallbackResults.Count; ++resultIndex) { var queryLeafIndex = target.LeafGroups.Elements[leafGroupIndex].Leaves[leafInGroupIndex]; if (queryLeafIndex < fallbackResults.Elements[resultIndex]) { results.Add(new Overlap { A = queryLeafIndex, B = fallbackResults.Elements[resultIndex] }); } } fallbackResults.Count = 0; } } if (target.LastLeavesCount < Vector <int> .Count) { var leafGroupIndex = target.LeafGroups.Count - 1; for (int leafInGroupIndex = 0; leafInGroupIndex < target.LastLeavesCount; ++leafInGroupIndex) { BoundingBoxWide leafWide; BoundingBoxWide.GetBoundingBox(ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, leafInGroupIndex, out leafWide); TestRecursive(target.LevelIndex, target.NodeIndex, ref leafWide, ref fallbackResults); for (int resultIndex = 0; resultIndex < fallbackResults.Count; ++resultIndex) { var queryLeafIndex = target.LeafGroups.Elements[leafGroupIndex].Leaves[leafInGroupIndex]; if (queryLeafIndex < fallbackResults.Elements[resultIndex]) { results.Add(new Overlap { A = queryLeafIndex, B = fallbackResults.Elements[resultIndex] }); } } fallbackResults.Count = 0; } } } else { var node = Levels[target.LevelIndex].Nodes[target.NodeIndex]; //Test each node child against all of the leaves for this node. for (int nodeChildIndex = 0; nodeChildIndex < Vector <int> .Count; ++nodeChildIndex) { if (node.Children[nodeChildIndex] == -1) { continue; } BoundingBoxWide nodeChildWide; BoundingBoxWide.GetBoundingBox(ref node.BoundingBoxes, nodeChildIndex, out nodeChildWide); if (node.Children[nodeChildIndex] >= 0) { //Internal node. Can spawn more targets. StreamingTarget newTarget = new StreamingTarget { LevelIndex = target.LevelIndex + 1, NodeIndex = node.Children[nodeChildIndex], LeafGroups = new QuickList <StreamingLeafGroup>(BufferPools <StreamingLeafGroup> .Locking, BufferPool <StreamingLeafGroup> .GetPoolIndex(target.LeafGroups.Count)) }; newTarget.LeafGroups.Add(new StreamingLeafGroup()); for (int leafGroupIndex = 0; leafGroupIndex < target.LeafGroups.Count; ++leafGroupIndex) { Vector <int> intersectionMask; BoundingBoxWide.Intersects(ref nodeChildWide, ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, out intersectionMask); int leafCountInGroup = leafGroupIndex == target.LeafGroups.Count - 1 ? target.LastLeavesCount : Vector <int> .Count; for (int leafIndexInGroup = 0; leafIndexInGroup < leafCountInGroup; ++leafIndexInGroup) { if (intersectionMask[leafIndexInGroup] < 0) { newTarget.Add(ref target, leafGroupIndex, leafIndexInGroup, singleMasks); } } } targets.Enqueue(ref newTarget); } else { //Leaf node. var nodeLeafIndex = Encode(node.Children[nodeChildIndex]); for (int leafGroupIndex = 0; leafGroupIndex < target.LeafGroups.Count; ++leafGroupIndex) { Vector <int> intersectionMask; BoundingBoxWide.Intersects(ref nodeChildWide, ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, out intersectionMask); int leafCountInGroup = leafGroupIndex == target.LeafGroups.Count - 1 ? target.LastLeavesCount : Vector <int> .Count; for (int leafIndexInGroup = 0; leafIndexInGroup < leafCountInGroup; ++leafIndexInGroup) { if (intersectionMask[leafIndexInGroup] < 0) { var leafIndex = target.LeafGroups[leafGroupIndex].Leaves[leafIndexInGroup]; if (leafIndex < nodeLeafIndex) //The other leaf will also find a collision! { results.Add(new Overlap { A = leafIndex, B = nodeLeafIndex }); } } } } } } } target.LeafGroups.Count = 0; //Don't bother forcing a clear on these. TODO: buffer safety check disable target.LeafGroups.Dispose(); } targets.Dispose(); fallbackResults.Dispose(); //Console.WriteLine("Streaming Query based results:"); //for (int i = 0; i < results.Count; ++i) //{ // Console.WriteLine($"{results[i].A}, {results[i].B}"); //} }