示例#1
0
        private IEnumerable <Pair <T> > GetOverlapsImpl(Vector3F scale, AabbTree <T> otherTree, Vector3F otherScale, Pose otherPose)
        {
            // Compute transformations.
            Vector3F scaleA = scale; // Rename scales for readability.
            Vector3F scaleB = otherScale;
            Pose     bToA   = otherPose;

#if !POOL_ENUMERABLES
            var stack = DigitalRune.ResourcePools <Pair <Node, Node> > .Stacks.Obtain();

            stack.Push(new Pair <Node, Node>(_root, otherTree._root));
            while (stack.Count > 0)
            {
                var nodePair = stack.Pop();
                var nodeA    = nodePair.First;
                var nodeB    = nodePair.Second;

                if (HaveAabbContact(nodeA, scaleA, nodeB, scaleB, bToA))
                {
                    if (!nodeA.IsLeaf)
                    {
                        if (!nodeB.IsLeaf)
                        {
                            stack.Push(new Pair <Node, Node>(nodeA.RightChild, nodeB.RightChild));
                            stack.Push(new Pair <Node, Node>(nodeA.LeftChild, nodeB.RightChild));
                            stack.Push(new Pair <Node, Node>(nodeA.RightChild, nodeB.LeftChild));
                            stack.Push(new Pair <Node, Node>(nodeA.LeftChild, nodeB.LeftChild));
                        }
                        else
                        {
                            stack.Push(new Pair <Node, Node>(nodeA.RightChild, nodeB));
                            stack.Push(new Pair <Node, Node>(nodeA.LeftChild, nodeB));
                        }
                    }
                    else
                    {
                        if (!nodeB.IsLeaf)
                        {
                            stack.Push(new Pair <Node, Node>(nodeA, nodeB.RightChild));
                            stack.Push(new Pair <Node, Node>(nodeA, nodeB.LeftChild));
                        }
                        else
                        {
                            // Leaf overlap.
                            var overlap = new Pair <T>(nodeA.Item, nodeB.Item);
                            if (Filter == null || Filter.Filter(overlap))
                            {
                                yield return(overlap);
                            }
                        }
                    }
                }
            }

            DigitalRune.ResourcePools <Pair <Node, Node> > .Stacks.Recycle(stack);
#else
            // Avoiding garbage:
            return(GetOverlapsWithTransformedTreeWork.Create(this, otherTree, ref scaleA, ref scaleB, ref bToA));
#endif
        }
        /// <summary>
        /// Compresses an AABB tree.
        /// </summary>
        /// <param name="compressedNodes">The list of compressed AABB nodes.</param>
        /// <param name="uncompressedNode">The root of the uncompressed AABB tree.</param>
        private void CompressTree(List <Node> compressedNodes, AabbTree <int> .Node uncompressedNode)
        {
            if (uncompressedNode.IsLeaf)
            {
                // Compress leaf node.
                Node node = new Node();
                node.Item = uncompressedNode.Item;
                SetAabb(ref node, uncompressedNode.Aabb);
                compressedNodes.Add(node);
            }
            else
            {
                // Node is internal node.
                int  currentIndex = compressedNodes.Count;
                Node node         = new Node();
                SetAabb(ref node, uncompressedNode.Aabb);
                compressedNodes.Add(node);

                // Compress child nodes.
                CompressTree(compressedNodes, uncompressedNode.LeftChild);
                CompressTree(compressedNodes, uncompressedNode.RightChild);

                // Set escape offset. (Escape offset = size of subtree)
                node.EscapeOffset             = compressedNodes.Count - currentIndex;
                compressedNodes[currentIndex] = node;
            }
        }
            public static IEnumerable <Pair <T> > Create(AabbTree <T> partition, AabbTree <T> otherPartition)
            {
                var enumerable = Pool.Obtain();

                enumerable._partition = partition;
                enumerable._stack.Push(new Pair <Node, Node>(partition._root, otherPartition._root));
                return(enumerable);
            }
            public static IEnumerable <Pair <T> > Create(AabbTree <T> partition, ISpatialPartition <T> otherPartition)
            {
                var enumerable = Pool.Obtain();

                enumerable._partition      = partition;
                enumerable._otherPartition = otherPartition;
                enumerable._leafNodes      = partition.GetLeafNodes(otherPartition.Aabb).GetEnumerator();
                return(enumerable);
            }
示例#5
0
            public static IEnumerable <Node> Create(AabbTree <T> aabbTree, ref Aabb aabb)
            {
                var enumerable = Pool.Obtain();

                enumerable._aabb = aabb;
                if (aabbTree._root != null)
                {
                    enumerable._stack.Push(aabbTree._root);
                }
                return(enumerable);
            }
            public static IEnumerable <Pair <T> > Create(AabbTree <T> partition, AabbTree <T> otherPartition,
                                                         ref Vector3F scaleA, ref Vector3F scaleB, ref Pose bToA)
            {
                var enumerable = Pool.Obtain();

                enumerable._partition = partition;
                enumerable._stack.Push(new Pair <Node, Node>(partition._root, otherPartition._root));
                enumerable._scaleA = scaleA;
                enumerable._scaleB = scaleB;
                enumerable._bToA   = bToA;
                return(enumerable);
            }
 protected override void OnRecycle()
 {
     _partition      = null;
     _otherPartition = null;
     _leafNodes.Dispose();
     _leafNodes = null;
     if (_otherCandidates != null)
     {
         _otherCandidates.Dispose();
         _otherCandidates = null;
     }
     Pool.Recycle(this);
 }
            public static IEnumerable <Pair <T> > Create(AabbTree <T> partition,
                                                         ISpatialPartition <T> otherPartition, IEnumerable <Node> leafNodes,
                                                         ref Vector3F scale, ref Vector3F otherScaleInverse, ref Pose toOther)
            {
                var enumerable = Pool.Obtain();

                enumerable._partition         = partition;
                enumerable._otherPartition    = otherPartition;
                enumerable._leafNodes         = leafNodes.GetEnumerator();
                enumerable._scale             = scale;
                enumerable._otherScaleInverse = otherScaleInverse;
                enumerable._toOther           = toOther;
                return(enumerable);
            }
示例#9
0
            public static IEnumerable <T> Create(AabbTree <T> aabbTree, ref Ray ray)
            {
                var enumerable = Pool.Obtain();

                enumerable._ray = ray;
                enumerable._rayDirectionInverse = new Vector3F(1 / ray.Direction.X,
                                                               1 / ray.Direction.Y,
                                                               1 / ray.Direction.Z);
                enumerable._epsilon = Numeric.EpsilonF * (1 + aabbTree.Aabb.Extent.Length);
                if (aabbTree._root != null)
                {
                    enumerable._stack.Push(aabbTree._root);
                }
                return(enumerable);
            }
示例#10
0
        public void GetOverlaps(Vector3F scale, Pose pose, AabbTree <T> otherTree, Vector3F otherScale, Pose otherPose, List <Pair <T> > overlaps)
        {
            // TODO: Overlaps should use Pair<T, T> (ordered pair) instead of Pair<T> (unordered pair)!
            // TODO: Getting all overlaps is slow when used with boolean queries. For this case following
            // interface would be the fastest:
            // GetOverlaps(..., Func<T, T, bool> overlapCallback)
            // overlapCallback has a bool return value which can abort GetOverlaps().

            if (otherTree == null)
            {
                throw new ArgumentNullException("otherTree");
            }
            if (overlaps == null)
            {
                throw new ArgumentNullException("overlaps");
            }

            UpdateInternal();
            otherTree.UpdateInternal();

            if (_root == null || otherTree._root == null)
            {
                return;
            }

            // Stackless traversal works only if the height can be encoded in a 64-bit long.
            // TODO: What is the exact limit? <63, <64, <=64???
            if (_height < 63 && otherTree._height < 63)
            {
                GetOverlapsStackless(scale, pose, otherTree, otherScale, otherPose, overlaps);
            }
            else
            {
                GetOverlapsStackBased(scale, pose, otherTree, otherScale, otherPose, overlaps);
            }
        }
 protected override void OnRecycle()
 {
     _partition = null;
     _stack.Clear();
     Pool.Recycle(this);
 }
示例#12
0
        private IEnumerable <Pair <T> > GetOverlapsImpl(AabbTree <T> otherTree)
        {
#if !POOL_ENUMERABLES
            var stack = DigitalRune.ResourcePools <Pair <Node, Node> > .Stacks.Obtain();

            stack.Push(new Pair <Node, Node>(_root, otherTree._root));
            while (stack.Count > 0)
            {
                var nodePair = stack.Pop();
                var nodeA    = nodePair.First;
                var nodeB    = nodePair.Second;

                if (nodeA == nodeB)
                {
                    if (!nodeA.IsLeaf)
                    {
                        stack.Push(new Pair <Node, Node>(nodeA.RightChild, nodeA.RightChild));
                        stack.Push(new Pair <Node, Node>(nodeA.LeftChild, nodeA.RightChild));
                        stack.Push(new Pair <Node, Node>(nodeA.LeftChild, nodeA.LeftChild));
                    }
                }
                else if (GeometryHelper.HaveContact(nodeA.Aabb, nodeB.Aabb))
                {
                    if (!nodeA.IsLeaf)
                    {
                        if (!nodeB.IsLeaf)
                        {
                            stack.Push(new Pair <Node, Node>(nodeA.RightChild, nodeB.RightChild));
                            stack.Push(new Pair <Node, Node>(nodeA.LeftChild, nodeB.RightChild));
                            stack.Push(new Pair <Node, Node>(nodeA.RightChild, nodeB.LeftChild));
                            stack.Push(new Pair <Node, Node>(nodeA.LeftChild, nodeB.LeftChild));
                        }
                        else
                        {
                            stack.Push(new Pair <Node, Node>(nodeA.RightChild, nodeB));
                            stack.Push(new Pair <Node, Node>(nodeA.LeftChild, nodeB));
                        }
                    }
                    else
                    {
                        if (!nodeB.IsLeaf)
                        {
                            stack.Push(new Pair <Node, Node>(nodeA, nodeB.RightChild));
                            stack.Push(new Pair <Node, Node>(nodeA, nodeB.LeftChild));
                        }
                        else
                        {
                            // Leaf overlap.
                            var overlap = new Pair <T>(nodeA.Item, nodeB.Item);
                            if (Filter == null || Filter.Filter(overlap))
                            {
                                yield return(overlap);
                            }
                        }
                    }
                }
            }

            DigitalRune.ResourcePools <Pair <Node, Node> > .Stacks.Recycle(stack);
#else
            // Avoiding garbage:
            return(GetOverlapsWithTreeWork.Create(this, otherTree));
#endif
        }
示例#13
0
        private void GetOverlapsStackBased(Vector3F scale, Pose pose, AabbTree <T> otherTree, Vector3F otherScale, Pose otherPose, List <Pair <T> > overlaps)
        {
            // Compute transformations.
            Vector3F scaleInverse      = Vector3F.One / scale;
            Vector3F otherScaleInverse = Vector3F.One / otherScale;
            Pose     toLocal           = pose.Inverse * otherPose;
            Pose     toOther           = otherPose.Inverse * pose;

            // Transform the AABB of the other partition into space of this partition.
            var otherAabb = otherTree.Aabb;

            otherAabb = otherAabb.GetAabb(otherScale, toLocal); // Apply local scale and transform to scaled local space of this partition.
            otherAabb.Scale(scaleInverse);                      // Transform to unscaled local space of this partition.

            var stack  = Stacks.Obtain();
            var stack2 = Stacks.Obtain();

            var filter = Filter;

            var node = _root;

            while (node != null)
            {
                var aabb = node.Aabb;
                if (aabb.Minimum.X <= otherAabb.Maximum.X &&
                    aabb.Maximum.X >= otherAabb.Minimum.X &&
                    aabb.Minimum.Y <= otherAabb.Maximum.Y &&
                    aabb.Maximum.Y >= otherAabb.Minimum.Y &&
                    aabb.Minimum.Z <= otherAabb.Maximum.Z &&
                    aabb.Maximum.Z >= otherAabb.Minimum.Z)
                {
                    if (node.IsLeaf)
                    {
                        // Transform AABB of this partition into space of the other partition.
                        aabb = aabb.GetAabb(scale, toOther); // Apply local scale and transform to scaled local space of other partition.
                        aabb.Scale(otherScaleInverse);       // Transform to unscaled local space of other partition.

                        stack2.Clear();

                        var otherNode = otherTree._root;
                        while (otherNode != null)
                        {
                            if (aabb.Minimum.X <= otherNode.Aabb.Maximum.X &&
                                aabb.Maximum.X >= otherNode.Aabb.Minimum.X &&
                                aabb.Minimum.Y <= otherNode.Aabb.Maximum.Y &&
                                aabb.Maximum.Y >= otherNode.Aabb.Minimum.Y &&
                                aabb.Minimum.Z <= otherNode.Aabb.Maximum.Z &&
                                aabb.Maximum.Z >= otherNode.Aabb.Minimum.Z)
                            {
                                if (otherNode.IsLeaf)
                                {
                                    var overlap = new Pair <T>(node.Item, otherNode.Item);
                                    if (filter == null || filter.Filter(overlap))
                                    {
                                        overlaps.Add(overlap);
                                    }

                                    otherNode = stack2.Pop();
                                }
                                else
                                {
                                    stack2.Push(otherNode.RightChild);
                                    otherNode = otherNode.LeftChild;
                                }
                            }
                            else
                            {
                                otherNode = stack2.Pop();
                            }
                        }

                        node = stack.Pop();
                    }
                    else
                    {
                        stack.Push(node.RightChild);
                        node = node.LeftChild;
                    }
                }
                else
                {
                    node = stack.Pop();
                }
            }

            Stacks.Recycle(stack);
            Stacks.Recycle(stack2);
        }
示例#14
0
        private void GetOverlapsStackless(Vector3F scale, Pose pose, AabbTree <T> otherTree, Vector3F otherScale, Pose otherPose, List <Pair <T> > overlaps)
        {
            // Note: Stackless traversal requires a Parent reference in the Node class!

            // Compute transformations.
            Vector3F scaleInverse      = Vector3F.One / scale;
            Vector3F otherScaleInverse = Vector3F.One / otherScale;
            Pose     toLocal           = pose.Inverse * otherPose;
            Pose     toOther           = otherPose.Inverse * pose;

            // Transform the AABB of the other partition into space of this partition.
            var otherAabb = otherTree.Aabb;

            otherAabb = otherAabb.GetAabb(otherScale, toLocal); // Apply local scale and transform to scaled local space of this partition.
            otherAabb.Scale(scaleInverse);                      // Transform to unscaled local space of this partition.

            var filter = Filter;

            long levelIndex = 0;
            var  node       = _root;

            do
            {
                var aabb = node.Aabb;
                if (aabb.Minimum.X <= otherAabb.Maximum.X &&
                    aabb.Maximum.X >= otherAabb.Minimum.X &&
                    aabb.Minimum.Y <= otherAabb.Maximum.Y &&
                    aabb.Maximum.Y >= otherAabb.Minimum.Y &&
                    aabb.Minimum.Z <= otherAabb.Maximum.Z &&
                    aabb.Maximum.Z >= otherAabb.Minimum.Z)
                {
                    if (node.LeftChild == null && node.RightChild == null)
                    {
                        // Transform AABB of this partition into space of the other partition.
                        aabb = aabb.GetAabb(scale, toOther); // Apply local scale and transform to scaled local space of other partition.
                        aabb.Scale(otherScaleInverse);       // Transform to unscaled local space of other partition.

                        long otherLevelIndex = 0;
                        var  otherNode       = otherTree._root;
                        do
                        {
                            if (aabb.Minimum.X <= otherNode.Aabb.Maximum.X &&
                                aabb.Maximum.X >= otherNode.Aabb.Minimum.X &&
                                aabb.Minimum.Y <= otherNode.Aabb.Maximum.Y &&
                                aabb.Maximum.Y >= otherNode.Aabb.Minimum.Y &&
                                aabb.Minimum.Z <= otherNode.Aabb.Maximum.Z &&
                                aabb.Maximum.Z >= otherNode.Aabb.Minimum.Z)
                            {
                                if (otherNode.LeftChild == null && otherNode.RightChild == null)
                                {
                                    var overlap = new Pair <T>(node.Item, otherNode.Item);
                                    if (filter == null || filter.Filter(overlap))
                                    {
                                        overlaps.Add(overlap);
                                    }
                                }
                                else
                                {
                                    otherLevelIndex <<= 1;
                                    otherNode         = otherNode.LeftChild;
                                    continue;
                                }
                            }

                            otherLevelIndex++;
                            while ((otherLevelIndex & 1) == 0)
                            {
                                otherNode         = otherNode.Parent;
                                otherLevelIndex >>= 1;
                            }

                            if (otherNode.Parent != null)
                            {
                                otherNode = otherNode.Parent.RightChild;
                            }
                        } while (otherNode != otherTree._root);
                    }
                    else
                    {
                        levelIndex <<= 1;
                        node         = node.LeftChild;
                        continue;
                    }
                }

                levelIndex++;
                while ((levelIndex & 1) == 0)
                {
                    node         = node.Parent;
                    levelIndex >>= 1;
                }

                if (node.Parent != null)
                {
                    node = node.Parent.RightChild;
                }
            } while (node != _root);
        }
        private void Build()
        {
            Debug.Assert(_items != null && _items.Count > 0, "Build should not be called for empty CompressedAabbTree.");
            if (GetAabbForItem == null)
            {
                throw new GeometryException("Cannot build AABB tree. The property GetAabbForItem of the spatial partition is not set.");
            }

            if (_items.Count == 1)
            {
                // AABB tree contains exactly one item. (One leaf, no internal nodes.)
                int item = _items[0];

                // Determine AABB of spatial partition and prepare factors for quantization.
                Aabb aabb = GetAabbForItem(item);
                SetQuantizationValues(aabb);

                // Create node.
                Node node = new Node();
                node.Item = _items[0];
                SetAabb(ref node, _aabb);

                _nodes         = new[] { node };
                _numberOfItems = 1;
            }
            else
            {
                // Default case: Several items. (Data is stored in the leaves.)
                // First create a normal AabbTree<int> which is then compressed.
                _numberOfItems = _items.Count;

                List <IAabbTreeNode <int> > leaves = DigitalRune.ResourcePools <IAabbTreeNode <int> > .Lists.Obtain();

                for (int i = 0; i < _numberOfItems; i++)
                {
                    int  item = _items[i];
                    Aabb aabb = GetAabbForItem(item);
                    leaves.Add(new AabbTree <int> .Node {
                        Aabb = aabb, Item = item
                    });
                }

                // Build tree.
                AabbTree <int> .Node root = (AabbTree <int> .Node)AabbTreeBuilder.Build(leaves, () => new AabbTree <int> .Node(), BottomUpBuildThreshold);

                // Set AABB of spatial partition and prepare the factors for quantization.
                SetQuantizationValues(root.Aabb);

                // Compress AABB tree.
                var nodes = DigitalRune.ResourcePools <Node> .Lists.Obtain();

                CompressTree(nodes, root);
                _nodes = nodes.ToArray();

                // Recycle temporary lists.
                DigitalRune.ResourcePools <IAabbTreeNode <int> > .Lists.Recycle(leaves);

                DigitalRune.ResourcePools <Node> .Lists.Recycle(nodes);
            }

            // Recycle items list, now that we have a valid tree.
            DigitalRune.ResourcePools <int> .Lists.Recycle(_items);

            _items = null;
        }