/usr/src/castle-game-engine-5.2.0/3d/castleoctree.pas is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
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Copyright 2003-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
(*Base octree classes (TOctreeNode and TOctree) and utilities.
Used by actual octrees in units like CastleTriangleOctree and CastleShapeOctree.
Typical way to derive actual (non-abstract) octrees goes like this;
@longcode(#
type
TMyOctree = class;
TMyOctreeNode = class(TOctreeNode)
protected
procedure PutItemIntoSubNodes(ItemIndex: integer); override;
public
function ParentTree: TMyOctree;
end;
TMyOctree = class(TOctree)
public
constructor Create(AMaxDepth, ALeafCapacity: Integer;
const ARootBox: TBox3D);
function TreeRoot: TMyOctreeNode;
end;
{ implementation }
procedure TMyOctreeNode.PutItemIntoSubNodes(ItemIndex: integer);
begin
{ See comments at @link(TOctreeNode.PutItemIntoSubNodes)
to know how you should implement this. }
end;
function TMyOctreeNode.ParentTree: TMyOctree;
begin
Result := TMyOctree(InternalParentTree);
end;
constructor TMyOctree.Create(AMaxDepth, ALeafCapacity: Integer;
const ARootBox: TBox3D);
begin
inherited Create(AMaxDepth, ALeafCapacity, ARootBox, TMyOctreeNode);
end;
function TMyOctree.TreeRoot: TMyOctreeNode;
begin
Result := TMyOctreeNode(InternalTreeRoot);
end;
#)
*)
unit CastleOctree;
interface
uses SysUtils, CastleVectors, CastleBoxes, CastleUtils, CastleFrustum, Contnrs;
type
{ }
TOctree = class;
TOctreeNode = class;
TOctreeNodeClass = class of TOctreeNode;
TOctreeSubnodeIndex = array[0..2]of boolean;
TEnumerateOctreeItemsFunc = procedure(ItemIndex: Integer;
CollidesForSure: boolean) of object;
{ Octree node.
@unorderedList(
@item(@italic(Leaf nodes) store a list of indexes in ItemsIndices array.
These are usuallly indexes to some array of items on TOctree.
For the sake of this unit they are just some integers that
uniquely describe items that you want to keep in octree leafs.
The base abstract TOctreeNode class doesn't clarify what
kind of items are actually kept.)
@item(@italic(Not leaf (internal) nodes) have 8 children
nodes in TreeSubNodes.)
)
Each @link(TOctreeNode) also has some essential properties like
Box, MiddlePoint and ParentTree. }
TOctreeNode = class
private
{ read-only after the object is created }
FBox: TBox3D;
FMiddlePoint: TVector3Single;
FDepth: Integer;
FParentTree: TOctree;
FParentNode: TOctreeNode;
FBoundingSphereRadiusSqr: Single;
FBoundingSphereCenter: TVector3Single;
FItemsIndices: TIntegerList;
FIsLeaf: boolean;
{ Neither CreateTreeSubNodes nor CreateLeafItems call
Items.Free or Subnodes[].Free, that is they don't cleanup after their
previous calls. If you want, you have to cleanup yourself. }
{ Create TreeSubNodes. }
procedure CreateTreeSubNodes(AsLeaves: boolean);
{ Create ItemsIndices. }
procedure CreateLeafItems;
procedure FreeAndNilTreeSubNodes;
procedure SetLeaf(value: boolean);
procedure EnumerateCollidingOctreeItems(
const Frustum: TFrustum;
EnumerateOctreeItemsFunc: TEnumerateOctreeItemsFunc);
protected
{ Insert given index into appropriate subnodes.
This should call SubNode.AddItem(ItemIndex) for chosen TreeSubNodes
(maybe all, maybe none). It all depends on what is your definition of
"an octree item" -- you generally want to check how given item
collides with BoundingBoxes of your TreeSubNodes and call
SubNode.AddItem(ItemIndex) for each SubNode that contains
(al least part) of your ItemIndex.
Don't ever call this directly from subclasses of TOctreeNode.
TOctreeNode internally calls it when it needs to.
You can assume here that all TreeSubNodes are <> nil.
But you shouldn't assume here anything about value of IsLeaf
or ItemIndices <> nil (yes, this means that this function
may be internally called when the state of this object
is partially invalid). }
procedure PutItemIntoSubNodes(ItemIndex: integer); virtual; abstract;
property InternalParentTree: TOctree read FParentTree;
{ Parent node of the octree. @nil for the root node. }
property InternalParentNode: TOctreeNode read FParentNode;
public
{ Child octree nodes, only if this is an internal node (IsLeaf = @false).
When this is a leaf (IsLeaf = @true), these are all @nil.
Indexed by booleans, "true" means that given coordinate
is >= than corresponding MiddlePoint coordinate.
For example TreeSubNodes[true, true, true] are coordinates
between MiddlePoint and Box[1].
Subnodes class is always the same as our (Self) class.
This field is read-only from outside of this unit. }
TreeSubNodes: array [boolean, boolean, boolean] of TOctreeNode;
{ Items stored at the octree node.
Items are stored here (and ItemsIndices <> nil) only
when this is a leaf item (IsLeaf = @true) or when
ParentTree.ItemsInNonLeafNodes is @true. In the latter case,
we store items even in internal nodes, see TOctree.ItemsInNonLeafNodes.
Never put any items in the octree node by direct ItemsIndices.Add.
Instead you must use @link(AddItem) method. }
property ItemsIndices: TIntegerList read FItemsIndices;
{ Number of items stored here.
Same thing as ItemsIndices.Count, but has somewhat nicer name
if you have Items[] property defined in a subclass.
Use this only when you know that @link(ItemsIndices) <> nil. }
function ItemsCount: integer;
{ Insert an item into this octree node.
It takes care of the octree structure properties:
@unorderedList(
@item(Splits a leaf node into non-leaf node
if maximum number of items in leaf is exceeded (and Depth < MaxDepth).)
@item(And when you insert an item into non-leaf node,
it correctly puts it into children subnodes too.)
) }
procedure AddItem(ItemIndex: integer);
{ Is this a leaf node.
Changing this property rearranges items correctly.
If you change this from @false to @true then all items from subnodes
are correctly gathered and stored in our ItemsIndices.
If you change this from @true to @false then subnodes are created
and we insert to them our items, following the MiddlePoint rule. }
property IsLeaf: boolean read fIsLeaf write SetLeaf;
{ Middle point of the octree node, determines how our subnodes divide
the space. This is defined for leaf nodes too, since leaf nodes
may have to be converted into internal nodes at some point.
Note that MiddlePoint does not need to be exactly in the
middle of the octree node. This is it's default value
(if you called constructor without explicitly
providing MiddlePoint value), but it's not a requirement.
MiddlePoint may be anywhere inside @link(Box).
This way you can explicitly specify some MiddlePoint if you know that
if will yield better hierarchical division of your scene.
When @link(Box) is empty, then value of MiddlePoint is undefined. }
property MiddlePoint: TVector3Single read fMiddlePoint;
{ Axis-aligned box in the 3D space that contains all items within
this node. It's allowed that some items are actually larger
and go (partially) outside of this box too (so you don't have
to split one triangle into many when it doesn't fit perfectly
into octree node), but it's undefined if the parts that go outside
will be detected by collision routines of this node.
Special case: when this is empty, then MiddlePoint has undefined
value and IsLeaf must be true. }
property Box: TBox3D read fBox;
{ Bounding sphere of this box.
Right now simply calculated
as the smallest possible sphere enclosing Box.
So they are only a bad approximation of bounding Box,
but they can be sometimes useful in stuations when detecting
collision versus bounding sphere is much faster than detecting
them versus bounding box.
BoundingSphereRadiusSqr = 0 and BoundingSphereCenter is undefined
if Box is empty. }
property BoundingSphereCenter: TVector3Single read FBoundingSphereCenter;
property BoundingSphereRadiusSqr: Single read FBoundingSphereRadiusSqr;
property Depth: integer read fDepth;
{ Simple constructor. Calculates MiddlePoint as a middle of the ABox,
or as (0, 0, 0) if ABox is empty. }
constructor Create(const ABox: TBox3D; AParentTree: TOctree;
AParentNode: TOctreeNode;
ADepth: integer; AsLeaf: boolean);
{ Virtual constructor, not to be called directly, only to be overridden.
(But a constructor should be public, not protected.)
You want to override this in descendants.
This constructor must be virtual,
since in this unit CreateTreeSubNodes and TOctree.Create
must be able to construct new instances of class
using class reference (given by Self.ClassType in CreateTreeSubNodes
or OctreeNodeFinalClass in TOctree.Create).
@exclude }
constructor CreateBase(const ABox: TBox3D; AParentTree: TOctree;
AParentNode: TOctreeNode;
ADepth: integer; AsLeaf: boolean;
const AMiddlePoint: TVector3Single); virtual;
destructor Destroy; override;
{ In which subnode does the given point lie.
Decides using MiddlePoint.
This is a simple utility, ignores what is our @link(Box) (doesn't check
is P is inside @link(Box) at all), ignores if we're leaf or not. }
function SubnodeWithPoint(const P: TVector3Double):
TOctreeSubnodeIndex; overload;
function SubnodeWithPoint(const P: TVector3Single):
TOctreeSubnodeIndex; overload;
procedure SubnodesWithBox(const ABox: TBox3D;
out SubnodeLow, SubnodeHigh: TOctreeSubnodeIndex);
{ Simple check for frustum collision. }
function FrustumCollisionPossible(const Frustum: TFrustum): boolean;
{ Push children nodes (use this only for non-leafs) into the List.
@groupBegin }
procedure PushChildrenFrontToBack(List: TOrderedList; const Position: TVector3Single);
procedure PushChildrenBackToFront(List: TOrderedList; const Position: TVector3Single);
procedure PushChildren(List: TOrderedList);
{ @groupEnd }
end;
{ Helper structure to keep octree limits. Useful to implement
VRML/X3D extension
[http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_octree_properties]. }
TOctreeLimits = record
MaxDepth: integer;
LeafCapacity: Integer;
end;
POctreeLimits = ^TOctreeLimits;
{ Base abstract octree class.
Holds some settings common for the whole octree (like MaxDepth)
and a reference to the root octree node (of @link(TOctreeNode) class)
in the protected property InternalTreeRoot. }
TOctree = class
private
FTreeRoot: TOctreeNode;
FOctreeNodeFinalClass: TOctreeNodeClass;
FItemsInNonLeafNodes: boolean;
FMaxDepth: integer;
FLeafCapacity: Integer;
protected
property InternalTreeRoot: TOctreeNode read FTreeRoot;
{ This will be appended to output of @link(Statistics).
In this class this returns ''.
You can override this if you want, and you can use there
LeavesCount, ItemsCount, NonLeafNodesCount counts
(they are already calculated for the sake of Statistics anyway).
Every line, including the last one, must be terminated by nl. }
function StatisticsBonus(
const LeavesCount, ItemsCount, NonLeafNodesCount: Int64): string;
virtual;
public
{ Maximum tree depth.
Set this to zero to force RootNode to be a leaf
(useful to test whether octree vs a flat list is actually useful).
Currently, you should not change MaxDepth and LeafCapacity after creating
the octree, as they will not rebuild the octree to obey the given limits. }
property MaxDepth: integer read FMaxDepth write FMaxDepth;
{ Maximum number of items inside a leaf, unless this leaf is already
at maximum depth (MaxDepth). When you add an item to a leaf,
to keep LeafCapacity correct. Must be >= 1. }
property LeafCapacity: Integer
read FLeafCapacity write FLeafCapacity;
{ Does this octree keep items also in internal nodes.
Leaf nodes always store items (have ItemIndices).
If you set this property to @true when constructing this object
then all created TOctreeNode will have ItemIndices property
that keeps the items inside.
Advantages: e.g. consider frustum culling using octree.
In some situations you know that some OctreeNode is
completely inside frustum. Then you want to mark all
items inside this OctreeNode as "visible".
If you would have to traverse all children of this
OctreeNode, you could have horribly slow algorithm
(especially since one item is often stored in many leafs,
since it collides with many leafs BoundingBoxes).
So you can set ItemsInNonLeafNodes and simply
use ItemIndices list of your OctreeNode.
And you don't have to traverse children of this OctreeNode.
Disadvantages: if you have many items in your octree
(as is typical with e.g. @link(TTriangleOctree))
then this property can cost you a @italic(lot) of memory. }
property ItemsInNonLeafNodes: boolean
read FItemsInNonLeafNodes;
{ The actual (non-abstact) TOctreeNode descendant class for this octree.
Set when constructing this octree.
This tells what class should have FTreeRoot.
Since inside TOctreeNode, each children node
(in TreeSubNodes) always has the same class as it's parent,
so class OctreeNodeFinalClass determines the TOctreeNode descendant
that will be used to construct your whole octree. }
property OctreeNodeFinalClass: TOctreeNodeClass
read FOctreeNodeFinalClass;
constructor Create(AMaxDepth, ALeafCapacity: integer;
const ARootBox: TBox3D; AOctreeNodeFinalClass: TOctreeNodeClass;
AItemsInNonLeafNodes: boolean);
constructor Create(const Limits: TOctreeLimits;
const ARootBox: TBox3D; AOctreeNodeFinalClass: TOctreeNodeClass;
AItemsInNonLeafNodes: boolean);
destructor Destroy; override;
{ Traverse octree seeking for nodes that (possibly) collide
with given Frustum. For every such item
calls given EnumerateOctreeItemsFunc.
Requires that ParentTree.ItemsInNonLeafNodes = true
(checked by assertion here, so only if you have assertions on).
May be implemented one day to work with
ParentTree.ItemsInNonLeafNodes = false too, but it will be
(usually) much slower on such tree.
It gives to EnumerateOctreeItemsFunc an ItemIndex,
an index to octrees items. This is just taken from ItemIndices array.
May call EnumerateOctreeItemsFunc with the same ItemIndex multiple times.
It also gives to EnumerateOctreeItemsFunc parameter CollidesForSure:
@unorderedList(
@item(If CollidesForSure = true then octree node that
had this item was found to be entirely in the frustum.
This means that (assuming that octree item that is in some
octree node always collides with Box of this node,
and it should always be true)
given octree item for sure collides with frustum.)
@item(If CollidesForSure = false then given octree item
was found inside some octree leaf that may only partially
(or not at all) collide with frustum.
And this function doesn't check whether your @italic(octree item)
possibly collides with Frustum (since in this generic
octree unit, CastleOctree, we have no knowledge about
geometry of your octree items).
So you may want to check inside EnumerateOctreeItemsFunc handler
your octree items versus Frustum, if you want to
have greatest possibility of eliminating octree items
that are not within your frustum (but beware that too many
checks for visibility can also cost you too much time...).
That why CollidesForSure may be useful:
if it's true then you already know for sure that frustum
collides with this octree item, so you don't have to waste your
time on additional checks.)
)
@italic(Notes for implementing descendants of this class:)
This method simply calls TreeRoot.EnumerateCollidingOctreeItems. }
procedure EnumerateCollidingOctreeItems(
const Frustum: TFrustum;
EnumerateOctreeItemsFunc: TEnumerateOctreeItemsFunc);
{ Multi-line description of how the octree levels look like.
Describes how many leaves / non-leaves we have,
how many items in leaves we have and on each level and in summary.
Every line, including the last one, is terminated by newline.
@italic(Notes for implementing descendants of this class:)
You can override StatisticsBonus, it's appended to the result of this
method. }
function Statistics: string;
end;
function OctreeSubnodeIndexToNiceStr(const SI: TOctreeSubnodeIndex): string;
function OctreeSubnodeIndexesEqual(const SI1, SI2: TOctreeSubnodeIndex): boolean;
implementation
uses CastleStringUtils;
{ TOctreeNode ------------------------------------------------------------ }
procedure TOctreeNode.CreateTreeSubNodes(AsLeaves: boolean);
var b: TOctreeSubnodeIndex;
b_0, b_1, b_2: boolean;
SubBox: TBox3D;
i: integer;
begin
for b_0 := Low(boolean) to High(boolean) do
for b_1 := Low(boolean) to High(boolean) do
for b_2 := Low(boolean) to High(boolean) do
begin
{ I can't do "for b[0] := Low(boolean) ... " in FPC 1.9.5,
so I'm using variables b_0, b_1, b_2. }
b[0] := b_0;
b[1] := b_1;
b[2] := b_2;
{ calculate SubBox }
SubBox := Box;
for i := 0 to 2 do
if b[i] then
SubBox.Data[0, i] := MiddlePoint[i] else
SubBox.Data[1, i] := MiddlePoint[i];
TreeSubNodes[b[0], b[1], b[2]] :=
TOctreeNodeClass(Self.ClassType).Create(
SubBox, FParentTree, Self, Depth + 1, AsLeaves);
end;
end;
procedure TOctreeNode.CreateLeafItems;
begin
FItemsIndices := TIntegerList.Create;
ItemsIndices.Capacity := Max(FParentTree.LeafCapacity div 4, 4);
end;
procedure TOctreeNode.FreeAndNilTreeSubNodes;
var b1, b2, b3: boolean;
begin
for b1 := Low(boolean) to High(boolean) do
for b2 := Low(boolean) to High(boolean) do
for b3 := Low(boolean) to High(boolean) do
FreeAndNil(TreeSubNodes[b1, b2, b3]);
end;
procedure TOctreeNode.SetLeaf(value: boolean);
var i: integer;
begin
if value <> FIsLeaf then
begin
if Value then
begin
CreateLeafItems;
{ TODO -- gather all items from subNode's to Items }
raise Exception.Create('TODO -- setting from not-leaf back to leaf not '+
'implemented yet (because not used anywhere)');
FreeAndNilTreeSubNodes;
end else
begin
CreateTreeSubNodes(true);
for i := 0 to ItemsIndices.Count - 1 do
PutItemIntoSubNodes(ItemsIndices[i]);
if not FParentTree.ItemsInNonLeafNodes then
FreeAndNil(FItemsIndices);
end;
FIsLeaf := value;
end;
end;
function TOctreeNode.ItemsCount: integer;
begin
Result := ItemsIndices.Count;
end;
procedure TOctreeNode.AddItem(ItemIndex: integer);
begin
if IsLeaf and (ItemsCount = FParentTree.LeafCapacity) and
(Depth < FParentTree.MaxDepth) then
IsLeaf := false;
if not IsLeaf then
begin
if FParentTree.ItemsInNonLeafNodes then
ItemsIndices.Add(ItemIndex);
PutItemIntoSubNodes(ItemIndex)
end else
ItemsIndices.Add(ItemIndex);
end;
constructor TOctreeNode.Create(const ABox: TBox3D; AParentTree: TOctree;
AParentNode: TOctreeNode;
ADepth: integer; AsLeaf: boolean);
var AMiddlePoint: TVector3Single;
begin
if ABox.IsEmpty then
begin
Check(AsLeaf, 'TOctreeNode.Create error: attempt to create non-leaf'
+' node with empty bounding box');
AMiddlePoint := Vector3Single(0, 0, 0);
end else
AMiddlePoint := ABox.Middle;
CreateBase(ABox, AParentTree, AParentNode, ADepth, AsLeaf, AMiddlePoint);
end;
constructor TOctreeNode.CreateBase(const ABox: TBox3D;
AParentTree: TOctree; AParentNode: TOctreeNode;
ADepth: integer; AsLeaf: boolean; const AMiddlePoint: TVector3Single);
begin
inherited Create;
FBox := ABox;
Box.BoundingSphere(FBoundingSphereCenter, FBoundingSphereRadiusSqr);
FMiddlePoint := AMiddlePoint;
FParentTree := AParentTree;
FParentNode := AParentNode;
FDepth := ADepth;
FIsLeaf := AsLeaf;
if IsLeaf then
CreateLeafItems else
CreateTreeSubNodes(true);
end;
destructor TOctreeNode.Destroy;
begin
FreeAndNilTreeSubNodes;
FreeAndNil(FItemsIndices);
inherited;
end;
function TOctreeNode.SubnodeWithPoint(const P: TVector3Single): TOctreeSubnodeIndex;
begin
result[0] := P[0] >= MiddlePoint[0];
result[1] := P[1] >= MiddlePoint[1];
result[2] := P[2] >= MiddlePoint[2];
end;
function TOctreeNode.SubnodeWithPoint(const P: TVector3Double): TOctreeSubnodeIndex;
begin
result[0] := P[0] >= MiddlePoint[0];
result[1] := P[1] >= MiddlePoint[1];
result[2] := P[2] >= MiddlePoint[2];
end;
procedure TOctreeNode.SubnodesWithBox(const ABox: TBox3D;
out SubnodeLow, SubnodeHigh: TOctreeSubnodeIndex);
var i: Integer;
begin
for i := 0 to 2 do
begin
SubnodeLow[i] := false;
SubnodeHigh[i] := true;
if ABox.Data[0, i] >= MiddlePoint[i] then
SubnodeLow[i] := true else
if ABox.Data[1, i] < MiddlePoint[i] then
SubnodeHigh[i] := false;
end;
end;
procedure TOctreeNode.EnumerateCollidingOctreeItems(
const Frustum: TFrustum;
EnumerateOctreeItemsFunc: TEnumerateOctreeItemsFunc);
procedure EnumerateAllItems(CollidesForSure: boolean);
var i: Integer;
begin
for i := 0 to ItemsIndices.Count - 1 do
EnumerateOctreeItemsFunc(ItemsIndices[i], CollidesForSure);
end;
begin
{ Key to understand thing below is that I have two methods
to check collision of octree node with frustum:
using node's BoundingSphere and using node's
bounding Box.
Advantage of testing for collision with sphere:
it's much faster than checking for collision versus box,
which can be clearly seen comparing implementations of
Frustum.SphereCollisionPossible and
FrustumBox3DCollisionPossible.
Disadvantage: bounding sphere is worse description of
octree node's geometry (i.e. it's simply always larger then
node's bounding Box), so such testing is not so effective
in eliminating Shapes from visibility.
So there are a couple things to do below.
1. You can check each octree node versus it's BoundingSphere
2. You can check each octree node versus it's Box
3. And one that prooves the most efficient one in practice:
check for collision versus sphere first, and then,
it test versus sphere succeeds, check versus box. }
if Frustum.SphereCollisionPossibleSimple(
BoundingSphereCenter, BoundingSphereRadiusSqr) then
begin
case Frustum.Box3DCollisionPossible(Box) of
fcNoCollision: ;
fcSomeCollisionPossible:
if IsLeaf then
EnumerateAllItems(false) else
begin
{ Once I had an idea to do an optimization to code below.
For now, every recursive call to EnumerateCollidingOctreeItems
potentially results in a call to FrustumBox3DCollisionPossible.
But inside this call, the same points are often calculated
versus the same Frustum many times
(because 8 points, on 8 edges of my Box, are shared by 2 children;
bacause 6 points, on 6 faces of my Box, are shared by 4 children;
and because 1 point in the middle of my Box is shared by all 8 children).
Also note that Box[0] point of my Box is the same as Box[0] point
of my [false, false, false] child and
Box[1] point of my Box is the same as Box[1] point of my
[true, true, true] child. So these points need not be calculated
versus the frustum ever again.
1) So first I tried to implement passing the calculations of
points versus frustum down the recursive calls.
I.e. EnumerateCollidingOctreeItems gets from it's caller
8 * 6 boolean results for it's 8 corner point.
Then before recursive calls below it calculates
8 + 6 + 1 points versus frustum and passes them down
to children. This way instead of evaluating
8 points versus frustum in each call (for all nodes, leaves or not),
I would be doing 15 evaluations versus frustum but
only at non-leaf nodes that collide with frustum as
fcSomeCollisionPossible.
a) answer first : this is actually not necessarily faster,
since now in some children first call to
Frustum.SphereCollisionPossibleSimple may eliminate
any need to compare this child's Box versus Frustum.
But above scheme makes an assumption that every child
will need to compare it's Box against Frustum.
b) Honestly, passing down to the recursive calls
proper corners prooved to be damn hard to implement
with a clear and conside code.
I didn't finish it yet. And (because of b))
I don't think I will ever do, since it's probably not worth
the trouble.
2) So second idea is to use memoization on point comparison
vs frustum planes.
This would potentially give me the same advantages as 1)
but without it's disadvantage 1.a).
I didn't implement it (yet?) simply because I don't
believe it's worth the trouble. }
TreeSubNodes[false, false, false].EnumerateCollidingOctreeItems(Frustum, EnumerateOctreeItemsFunc);
TreeSubNodes[false, false, true ].EnumerateCollidingOctreeItems(Frustum, EnumerateOctreeItemsFunc);
TreeSubNodes[false, true , false].EnumerateCollidingOctreeItems(Frustum, EnumerateOctreeItemsFunc);
TreeSubNodes[false, true , true ].EnumerateCollidingOctreeItems(Frustum, EnumerateOctreeItemsFunc);
TreeSubNodes[true , false, false].EnumerateCollidingOctreeItems(Frustum, EnumerateOctreeItemsFunc);
TreeSubNodes[true , false, true ].EnumerateCollidingOctreeItems(Frustum, EnumerateOctreeItemsFunc);
TreeSubNodes[true , true , false].EnumerateCollidingOctreeItems(Frustum, EnumerateOctreeItemsFunc);
TreeSubNodes[true , true , true ].EnumerateCollidingOctreeItems(Frustum, EnumerateOctreeItemsFunc);
end;
{ fcInsideFrustum: } else EnumerateAllItems(true);
end;
end;
end;
function TOctreeNode.FrustumCollisionPossible(const Frustum: TFrustum): boolean;
begin
Result :=
Frustum.SphereCollisionPossibleSimple(
BoundingSphereCenter, BoundingSphereRadiusSqr) and
Frustum.Box3DCollisionPossibleSimple(Box);
end;
procedure TOctreeNode.PushChildrenFrontToBack(List: TOrderedList;
const Position: TVector3Single);
var
Index: TOctreeSubnodeIndex;
begin
Index := SubnodeWithPoint(Position);
List.Push(TreeSubNodes[Index[0], Index[1], Index[2]]);
{ next, push 3 children with one Index bit negated }
List.Push(TreeSubNodes[not Index[0], Index[1], Index[2]]);
List.Push(TreeSubNodes[ Index[0], not Index[1], Index[2]]);
List.Push(TreeSubNodes[ Index[0], Index[1], not Index[2]]);
Index[0] := not Index[0];
Index[1] := not Index[1];
Index[2] := not Index[2];
{ next, push 3 children with two Index bits negated.
We just negated all 3 bits, so below we negate one back... }
List.Push(TreeSubNodes[not Index[0], Index[1], Index[2]]);
List.Push(TreeSubNodes[ Index[0], not Index[1], Index[2]]);
List.Push(TreeSubNodes[ Index[0], Index[1], not Index[2]]);
List.Push(TreeSubNodes[Index[0], Index[1], Index[2]]);
end;
procedure TOctreeNode.PushChildrenBackToFront(List: TOrderedList;
const Position: TVector3Single);
var
FrontIndex, BackIndex: TOctreeSubnodeIndex;
begin
FrontIndex := SubnodeWithPoint(Position);
BackIndex[0] := not FrontIndex[0];
BackIndex[1] := not FrontIndex[1];
BackIndex[2] := not FrontIndex[2];
List.Push(TreeSubNodes[BackIndex[0], BackIndex[1], BackIndex[2]]);
{ next, push 3 children with one BackIndex bit negated }
List.Push(TreeSubNodes[not BackIndex[0], BackIndex[1], BackIndex[2]]);
List.Push(TreeSubNodes[ BackIndex[0], not BackIndex[1], BackIndex[2]]);
List.Push(TreeSubNodes[ BackIndex[0], BackIndex[1], not BackIndex[2]]);
{ next, push 3 children with one FrontIndex bit negated. }
List.Push(TreeSubNodes[not FrontIndex[0], FrontIndex[1], FrontIndex[2]]);
List.Push(TreeSubNodes[ FrontIndex[0], not FrontIndex[1], FrontIndex[2]]);
List.Push(TreeSubNodes[ FrontIndex[0], FrontIndex[1], not FrontIndex[2]]);
List.Push(TreeSubNodes[FrontIndex[0], FrontIndex[1], FrontIndex[2]]);
end;
procedure TOctreeNode.PushChildren(List: TOrderedList);
begin
List.Push(TreeSubNodes[false, false, false]);
List.Push(TreeSubNodes[false, false, true ]);
List.Push(TreeSubNodes[false, true , false]);
List.Push(TreeSubNodes[false, true , true ]);
List.Push(TreeSubNodes[true , false, false]);
List.Push(TreeSubNodes[true , false, true ]);
List.Push(TreeSubNodes[true , true , false]);
List.Push(TreeSubNodes[true , true , true ]);
end;
{ TOctree ------------------------------------------------------------ }
constructor TOctree.Create(AMaxDepth, ALeafCapacity: integer;
const ARootBox: TBox3D; AOctreeNodeFinalClass: TOctreeNodeClass;
AItemsInNonLeafNodes: boolean);
begin
inherited Create;
FMaxDepth := AMaxDepth;
FLeafCapacity := ALeafCapacity;
FOctreeNodeFinalClass := AOctreeNodeFinalClass;
FItemsInNonLeafNodes := AItemsInNonLeafNodes;
FTreeRoot := OctreeNodeFinalClass.Create(ARootBox, Self, nil, 0, true);
end;
constructor TOctree.Create(const Limits: TOctreeLimits;
const ARootBox: TBox3D; AOctreeNodeFinalClass: TOctreeNodeClass;
AItemsInNonLeafNodes: boolean);
begin
Create(Limits.MaxDepth, Limits.LeafCapacity,
ARootBox, AOctreeNodeFinalClass, AItemsInNonLeafNodes);
end;
destructor TOctree.Destroy;
begin
FreeAndNil(FTreeRoot);
inherited;
end;
procedure TOctree.EnumerateCollidingOctreeItems(
const Frustum: TFrustum;
EnumerateOctreeItemsFunc: TEnumerateOctreeItemsFunc);
begin
Assert(ItemsInNonLeafNodes);
FTreeRoot.EnumerateCollidingOctreeItems(
Frustum, EnumerateOctreeItemsFunc);
end;
function TOctree.Statistics: string;
var leavesCounts: TCardinalList;
nonLeafNodesCounts: TCardinalList;
itemsCounts: TCardinalList;
procedure StatNode(TreeNode: TOctreeNode);
var b0, b1, b2: boolean;
begin
if TreeNode.IsLeaf then
begin
Inc(leavesCounts.L[TreeNode.Depth]);
itemsCounts.L[TreeNode.Depth] += Cardinal(TreeNode.ItemsCount);
end else
begin
Inc(nonLeafNodesCounts.L[TreeNode.Depth]);
for b0 := Low(boolean) to High(boolean) do
for b1 := Low(boolean) to High(boolean) do
for b2 := Low(boolean) to High(boolean) do
StatNode(TreeNode.TreeSubNodes[b0, b1, b2]);
end;
end;
procedure WritelnStatLine(const Header: string;
const LeavesCount, ItemsCount, NonLeafNodesCount: Cardinal);
begin
Result += Format(
' %-12s%4d leaves (%6d items in leaves), %4d non-leaf nodes.' +nl,
[Header, LeavesCount, ItemsCount, NonLeafNodesCount]);
end;
var i: integer;
LeavesCount, ItemsCount, NonLeafNodesCount: Int64;
begin
leavesCounts := nil;
nonLeafNodesCounts := nil;
itemsCounts := nil;
try
leavesCounts := TCardinalList.Create;
leavesCounts.Count := MaxDepth + 1; { TFPGList initialized everything to 0 }
nonLeafNodesCounts := TCardinalList.Create;
nonLeafNodesCounts.Count := MaxDepth + 1; { TFPGList initialized everything to 0 }
itemsCounts := TCardinalList.Create;
itemsCounts.Count := MaxDepth + 1; { TFPGList initialized everything to false }
StatNode(FTreeRoot);
Result := 'Octree statistics :' +nl;
for i := 0 to MaxDepth do
begin
WritelnStatLine('Depth '+Format('%3d',[i])+' :',
leavesCounts[i], itemsCounts[i], nonLeafNodesCounts[i]);
if (nonLeafNodesCounts[i] = 0) then
begin
if i < MaxDepth then
Result += Format(
' No nodes on lower depths (%d ... ).' +nl, [i+1, MaxDepth]);
break;
end;
end;
LeavesCount := leavesCounts.BigSum;
ItemsCount := itemsCounts.BigSum;
NonLeafNodesCount := NonLeafNodesCounts.BigSum;
WritelnStatLine('SUM :', LeavesCount, ItemsCount, NonLeafNodesCount);
Result += StatisticsBonus(LeavesCount, ItemsCount, NonLeafNodesCount);
finally
leavesCounts.Free;
nonLeafNodesCounts.Free;
itemsCounts.Free;
end;
end;
function TOctree.StatisticsBonus(
const LeavesCount, ItemsCount, NonLeafNodesCount: Int64): string;
begin
Result := '';
end;
{ some global procs ---------------------------------------------------------- }
function OctreeSubnodeIndexToNiceStr(const SI: TOctreeSubnodeIndex): string;
begin
result := BoolToStr[SI[0]]+'-'+BoolToStr[SI[1]]+'-'+BoolToStr[SI[2]];
end;
function OctreeSubnodeIndexesEqual(const SI1, SI2: TOctreeSubnodeIndex): boolean;
begin
result := (SI1[0] = SI2[0]) and
(SI1[1] = SI2[1]) and
(SI1[2] = SI2[2]);
end;
end.
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