godot-module-template/engine/thirdparty/jolt_physics/Jolt/AABBTree/AABBTreeBuilder.h

119 lines
4.1 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/TriangleSplitter/TriangleSplitter.h>
#include <Jolt/Geometry/AABox.h>
#include <Jolt/Core/NonCopyable.h>
JPH_NAMESPACE_BEGIN
struct AABBTreeBuilderStats
{
///@name Splitter stats
TriangleSplitter::Stats mSplitterStats; ///< Stats returned by the triangle splitter algorithm
///@name Tree structure
float mSAHCost = 0.0f; ///< Surface Area Heuristic cost of this tree
int mMinDepth = 0; ///< Minimal depth of tree (number of nodes)
int mMaxDepth = 0; ///< Maximum depth of tree (number of nodes)
int mNodeCount = 0; ///< Number of nodes in the tree
int mLeafNodeCount = 0; ///< Number of leaf nodes (that contain triangles)
///@name Configured stats
int mMaxTrianglesPerLeaf = 0; ///< Configured max triangles per leaf
///@name Actual stats
int mTreeMinTrianglesPerLeaf = 0; ///< Minimal amount of triangles in a leaf
int mTreeMaxTrianglesPerLeaf = 0; ///< Maximal amount of triangles in a leaf
float mTreeAvgTrianglesPerLeaf = 0.0f; ///< Average amount of triangles in leaf nodes
};
/// Helper class to build an AABB tree
class JPH_EXPORT AABBTreeBuilder
{
public:
/// A node in the tree, contains the AABox for the tree and any child nodes or triangles
class Node
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Indicates that there is no child
static constexpr uint cInvalidNodeIndex = ~uint(0);
/// Get number of triangles in this node
inline uint GetTriangleCount() const { return mNumTriangles; }
/// Check if this node has any children
inline bool HasChildren() const { return mChild[0] != cInvalidNodeIndex || mChild[1] != cInvalidNodeIndex; }
/// Min depth of tree
uint GetMinDepth(const Array<Node> &inNodes) const;
/// Max depth of tree
uint GetMaxDepth(const Array<Node> &inNodes) const;
/// Number of nodes in tree
uint GetNodeCount(const Array<Node> &inNodes) const;
/// Number of leaf nodes in tree
uint GetLeafNodeCount(const Array<Node> &inNodes) const;
/// Get triangle count in tree
uint GetTriangleCountInTree(const Array<Node> &inNodes) const;
/// Calculate min and max triangles per node
void GetTriangleCountPerNode(const Array<Node> &inNodes, float &outAverage, uint &outMin, uint &outMax) const;
/// Calculate the total cost of the tree using the surface area heuristic
float CalculateSAHCost(const Array<Node> &inNodes, float inCostTraversal, float inCostLeaf) const;
/// Recursively get children (breadth first) to get in total inN children (or less if there are no more)
void GetNChildren(const Array<Node> &inNodes, uint inN, Array<const Node *> &outChildren) const;
/// Bounding box
AABox mBounds;
/// Triangles (if no child nodes)
uint mTrianglesBegin; // Index into mTriangles
uint mNumTriangles = 0;
/// Child node indices (if no triangles)
uint mChild[2] = { cInvalidNodeIndex, cInvalidNodeIndex };
private:
friend class AABBTreeBuilder;
/// Recursive helper function to calculate cost of the tree
float CalculateSAHCostInternal(const Array<Node> &inNodes, float inCostTraversalDivSurfaceArea, float inCostLeafDivSurfaceArea) const;
/// Recursive helper function to calculate min and max triangles per node
void GetTriangleCountPerNodeInternal(const Array<Node> &inNodes, float &outAverage, uint &outAverageDivisor, uint &outMin, uint &outMax) const;
};
/// Constructor
AABBTreeBuilder(TriangleSplitter &inSplitter, uint inMaxTrianglesPerLeaf = 16);
/// Recursively build tree, returns the root node of the tree
Node * Build(AABBTreeBuilderStats &outStats);
/// Get all nodes
const Array<Node> & GetNodes() const { return mNodes; }
/// Get all triangles
const Array<IndexedTriangle> &GetTriangles() const { return mTriangles; }
private:
uint BuildInternal(const TriangleSplitter::Range &inTriangles);
TriangleSplitter & mTriangleSplitter;
const uint mMaxTrianglesPerLeaf;
Array<Node> mNodes;
Array<IndexedTriangle> mTriangles;
};
JPH_NAMESPACE_END