// this is not property.but just support dynamic add operator public void AddObject(BVHObject obj, bool imme = false) { mBuildPrims.Add(obj); if (imme) { Build(); } }
// this is not property.but just support dynamic delete operator public void DeleteObject(BVHObject obj, bool imme = false) { bool success = mBuildPrims.Remove(obj); if (success && imme) { Build(); } }
/// <summary> /// /// </summary> /// <param name="ray">射线</param> /// <param name="intersection">交点信息</param> /// <param name="occlusion">是否找到最短的。 true if 找到交叉就行; false if 找到最短的 </param> /// <returns></returns> public bool GetIntersection(BVHRay ray, ref BVHIntersectionInfo intersection, bool occlusion) { intersection.mLength = 999999999.0f; intersection.mObject = null; float[] bbhits = new float[4]; 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--; BVHFlatNode node = mFlatTreeList[ni]; // 对叶节点做相交测试 if (node.mRightOffset == 0) { bool hit = false; for (int o = 0; o < node.mLeafCount; ++o) { BVHIntersectionInfo current = new BVHIntersectionInfo(); BVHObject obj = mBuildPrims[(int)node.mStartIndex + o]; hit = obj.GetIntersection(ref ray, ref current); if (hit) { if (occlusion) { return(true); } if (current.mLength < intersection.mLength) { intersection = current; } } } } else { // 对父结点做测试 bool hitc0 = mFlatTreeList[ni + 1].mBox.Intersect(ray, ref bbhits[0], ref bbhits[1]); bool hitc1 = mFlatTreeList[ni + (int)node.mRightOffset].mBox.Intersect(ray, ref bbhits[2], ref bbhits[3]); if (hitc0 && hitc1) { closer = ni + 1; other = ni + (int)node.mRightOffset; if (bbhits[2] < bbhits[0]) { float temp = bbhits[0]; bbhits[0] = bbhits[2]; bbhits[2] = temp; temp = bbhits[1]; bbhits[1] = bbhits[3]; bbhits[3] = temp; int itemp = closer; closer = other; other = itemp; } todo[++stackptr] = new BVHTraversal(other, bbhits[2]); todo[++stackptr] = new BVHTraversal(closer, bbhits[0]); } else if (hitc0) { todo[++stackptr] = new BVHTraversal(ni + 1, bbhits[0]); } else if (hitc1) { todo[++stackptr] = new BVHTraversal(ni + (int)node.mRightOffset, bbhits[2]); } } } if (intersection.mObject != null) { intersection.mHitPoint = ray.mOrigin + ray.mDirection * intersection.mLength; } return(intersection.mObject != null); }
private 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 <BVHFlatNode> buildnodes = new List <BVHFlatNode>(mBuildPrims.Count * 2); while (stackptr > 0) { BVHBuildEntry bnode = PREALLOC[--stackptr]; uint start = bnode.mStart; uint end = bnode.mEnd; uint nPrims = end - start; mNumNodes++; BVHFlatNode node = new BVHFlatNode(); node.mStartIndex = start; node.mLeafCount = nPrims; node.mRightOffset = Untouched; BVHBox bb = new BVHBox(mBuildPrims[(int)start].GetBBox().mMin, mBuildPrims[(int)start].GetBBox().mMax); BVHBox bc = new BVHBox(mBuildPrims[(int)start].GetCentroid()); for (uint p = start + 1; p < end; ++p) { bb.ExpandToInclude(mBuildPrims[(int)p].GetBBox()); bc.ExpandToInclude(mBuildPrims[(int)p].GetCentroid()); } 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].GetCentroid()[(int)split_dim] < split_coord) { BVHObject 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 <BVHFlatNode>(mNumNodes); for (uint n = 0; n < mNumNodes; ++n) { mFlatTreeList.Add(buildnodes[(int)n]); } }
private void Build() { int stackptr = 0; mNumNodes = mNumLeafs = 0; uint Untouched = 0xffffffff; uint TouchedTwice = 0xfffffffd; PREALLOC[stackptr].Start = 0; PREALLOC[stackptr].End = (uint)mBuildPrims.Count; PREALLOC[stackptr].Parent = 0xfffffffc; stackptr++; List <BVHFlatNode> buildnodes = new List <BVHFlatNode>(mBuildPrims.Count * 2); while (stackptr > 0) { BVHBuildEntry bnode = PREALLOC[--stackptr]; uint start = bnode.Start; uint end = bnode.End; uint nPrims = end - start; BVHFlatNode node = new BVHFlatNode(); node.StartIndex = start; node.LeafCount = nPrims; node.RightOffset = Untouched; BVHBox bb = new BVHBox(mBuildPrims[(int)start].GetBBox().Min, mBuildPrims[(int)start].GetBBox().Max); BVHBox bc = new BVHBox(mBuildPrims[(int)start].GetCentroid()); // 计算 bnode 的 BBox for (uint p = start + 1; p < end; ++p) { bb.ExpandToInclude(mBuildPrims[(int)p].GetBBox()); bc.ExpandToInclude(mBuildPrims[(int)p].GetCentroid()); } node.Box = bb; // 节点数小于叶节点设置的数量,不继续划分,叶节点数量增1 if (nPrims <= mNodeMaxLeafSize) { node.RightOffset = 0; mNumLeafs++; } // 添加 mNumNodes++; // 实际上为 buildnodes 的Count 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 // 后面入栈:先右孩子再左孩子 // 执行出站:先出左孩子再出右孩子 // 父节点最开始设置为 RightOffset = Untouched = 0xffffffff // 执行到 左孩子时 RightOffset -= 1 = 0xfffffffe // 执行到 右孩子时 RightOffset -= 1 = 0xfffffffd = TouchedTwice if (bnode.Parent != 0xfffffffc) { buildnodes[(int)bnode.Parent].RightOffset--; if (buildnodes[(int)bnode.Parent].RightOffset == TouchedTwice) { // 此时处理的是右孩子,记录右孩子的起始索引 buildnodes[(int)bnode.Parent].RightOffset = (uint)mNumNodes - 1 - bnode.Parent; } } // 叶节点 if (node.RightOffset == 0) { continue; } // 选择合适的分割维度 uint split_dim = (uint)bc.MaxDimension(); // 计算分割值 float split_coord = 0.5f * (bc.Min[(int)split_dim] + bc.Max[(int)split_dim]); uint mid = start; // 交换 start 和 end 之间 的数据 for (uint i = start; i < end; ++i) { // 将 小于 分割值 放 左边 if (mBuildPrims[(int)i].GetCentroid()[(int)split_dim] < split_coord) { BVHObject temp = mBuildPrims[(int)i]; mBuildPrims[(int)i] = mBuildPrims[(int)mid]; mBuildPrims[(int)mid] = temp; ++mid; } } // 全部大于 或者 全部小于 则 取中间平分两块 if (mid == start || mid == end) { mid = start + (end - start) / 2; } // 右孩子 PREALLOC[stackptr].Start = mid; PREALLOC[stackptr].End = end; PREALLOC[stackptr].Parent = (uint)mNumNodes - 1; stackptr++; // 左孩子 PREALLOC[stackptr].Start = start; PREALLOC[stackptr].End = mid; PREALLOC[stackptr].Parent = (uint)mNumNodes - 1; stackptr++; } if (mFlatTreeList != null) { mFlatTreeList.Clear(); } mFlatTreeList = new List <BVHFlatNode>(mNumNodes); for (uint n = 0; n < mNumNodes; ++n) { mFlatTreeList.Add(buildnodes[(int)n]); } }