// this is not property.but just support dynamic add operator public void AddObject(BVHObject3 obj, bool build = false) { mBuildPrims.Add(obj); if (build) { Build(); } }
// this is not property.but just support dynamic delete operator public void DeleteObject(BVHObject3 obj, bool build = false) { bool success = mBuildPrims.Remove(obj); if (success && build) { Build(); } }
public bool GetIntersection(GeoRay3 ray, ref GeoInsectPointArrayInfo intersection, bool occlusion) { intersection.mIsIntersect = false; intersection.mLength = 999999999.0f; intersection.mHitObject2 = null; int closer, other; BVHTraversal[] todo = new BVHTraversal[64]; todo[0] = new BVHTraversal(); int stackptr = 0; todo[stackptr].mIndex = 0; todo[stackptr].mLength = -9999999.0f; while (stackptr >= 0) { int ni = todo[stackptr].mIndex; float near = todo[stackptr].mLength; stackptr--; BVHFlatNode3 node = mFlatTreeList[ni]; //if (near > intersection.mLength) // a bug here. may ignore closer object // continue; // 对叶节点做相交测试 if (node.mRightOffset == 0) { bool hit = false; for (int o = 0; o < node.mLeafCount; ++o) { GeoInsectPointArrayInfo current = new GeoInsectPointArrayInfo(); BVHObject3 obj = mBuildPrims[(int)node.mStartIndex + o]; hit = obj.IsIntersect(ref ray, ref current); if (hit) { if (occlusion) { intersection = current; return(true); } if (current.mLength < intersection.mLength) { intersection = current; } } } } else { closer = ni + 1; other = ni + (int)node.mRightOffset; // 对父结点做测试 GeoInsectPointArrayInfo in1 = new GeoInsectPointArrayInfo(); GeoInsectPointArrayInfo in2 = new GeoInsectPointArrayInfo(); bool hitc0 = GeoRayUtils.IsRayInsectAABB3(ray.mOrigin, ray.mDirection, mFlatTreeList[closer].mBox.mMin, mFlatTreeList[closer].mBox.mMax, ref in1); bool hitc1 = GeoRayUtils.IsRayInsectAABB3(ray.mOrigin, ray.mDirection, mFlatTreeList[other].mBox.mMin, mFlatTreeList[other].mBox.mMax, ref in2); if (hitc0 && hitc1) { float l0 = (in1.mHitGlobalPoint[0] - ray.mOrigin).magnitude; float l2 = (in2.mHitGlobalPoint[0] - ray.mOrigin).magnitude; if (l2 < l0) { float temp = l0; l0 = l2; l2 = temp; int itemp = closer; closer = other; other = itemp; } todo[++stackptr] = new BVHTraversal(other, l2); todo[++stackptr] = new BVHTraversal(closer, l0); } else if (hitc0) { float l0 = (in1.mHitGlobalPoint[0] - ray.mOrigin).magnitude; todo[++stackptr] = new BVHTraversal(closer, l0); } else if (hitc1) { float l2 = (in2.mHitGlobalPoint[0] - ray.mOrigin).magnitude; todo[++stackptr] = new BVHTraversal(other, l2); } } } if (intersection.mHitObject2 != null) { intersection.mHitGlobalPoint.Clear(); intersection.mHitGlobalPoint.mPointArray.Add(ray.mOrigin + ray.mDirection * intersection.mLength); intersection.mIsIntersect = true; } return(intersection.mHitObject2 != null); }
public void Build() { int stackptr = 0; uint Untouched = 0xffffffff; uint TouchedTwice = 0xfffffffd; PREALLOC[stackptr].mStart = 0; PREALLOC[stackptr].mEnd = (uint)mBuildPrims.Count; PREALLOC[stackptr].mParent = 0xfffffffc; stackptr++; List <BVHFlatNode3> buildnodes = new List <BVHFlatNode3>(mBuildPrims.Count * 2); while (stackptr > 0) { BVHBuildEntry bnode = PREALLOC[--stackptr]; uint start = bnode.mStart; uint end = bnode.mEnd; uint nPrims = end - start; mNumNodes++; BVHFlatNode3 node = new BVHFlatNode3(); node.mStartIndex = start; node.mLeafCount = nPrims; node.mRightOffset = Untouched; BVHAABB3 bb = new BVHAABB3(mBuildPrims[(int)start].GetAABB().mMin, mBuildPrims[(int)start].GetAABB().mMax); BVHAABB3 bc = new BVHAABB3(mBuildPrims[(int)start].GetCenter(), mBuildPrims[(int)start].GetCenter()); for (uint p = start + 1; p < end; ++p) { bb.ExpandToInclude(mBuildPrims[(int)p].GetAABB()); bc.ExpandToInclude(mBuildPrims[(int)p].GetCenter()); } node.mBox = bb; if (nPrims <= mNodeMaxLeafSize) { node.mRightOffset = 0; mNumLeafs++; } buildnodes.Add(node); // 记录父节点关于右孩子结点相对父结点的偏移值mRightOffset // 第一次为左孩子,相对父结点的偏移值为1 // 每个父节点最多被两次 hit if (bnode.mParent != 0xfffffffc) { buildnodes[(int)bnode.mParent].mRightOffset--; if (buildnodes[(int)bnode.mParent].mRightOffset == TouchedTwice) { buildnodes[(int)bnode.mParent].mRightOffset = (uint)mNumNodes - 1 - bnode.mParent; } } if (node.mRightOffset == 0) { continue; } // 选择合适的分割维度 uint split_dim = (uint)bc.MaxDimension(); float split_coord = 0.5f * (bc.mMin[(int)split_dim] + bc.mMax[(int)split_dim]); uint mid = start; // 交换 start 和 end 之间 的数据 for (uint i = start; i < end; ++i) { if (mBuildPrims[(int)i].GetCenter()[(int)split_dim] < split_coord && i != mid) { if (i != mid) { BVHObject3 temp = mBuildPrims[(int)i]; mBuildPrims[(int)i] = mBuildPrims[(int)mid]; mBuildPrims[(int)mid] = temp; } ++mid; } } if (mid == start || mid == end) { mid = start + (end - start) / 2; } // 右孩子 PREALLOC[stackptr].mStart = mid; PREALLOC[stackptr].mEnd = end; PREALLOC[stackptr].mParent = (uint)mNumNodes - 1; stackptr++; // 左孩子 PREALLOC[stackptr].mStart = start; PREALLOC[stackptr].mEnd = mid; PREALLOC[stackptr].mParent = (uint)mNumNodes - 1; stackptr++; } if (mFlatTreeList != null) { mFlatTreeList.Clear(); } mFlatTreeList = new List <BVHFlatNode3>(mNumNodes); for (uint n = 0; n < mNumNodes; ++n) { mFlatTreeList.Add(buildnodes[(int)n]); } }