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

324 lines
13 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/ByteBuffer.h>
#include <Jolt/Math/HalfFloat.h>
#include <Jolt/AABBTree/AABBTreeBuilder.h>
JPH_NAMESPACE_BEGIN
class NodeCodecQuadTreeHalfFloat
{
public:
/// Number of child nodes of this node
static constexpr int NumChildrenPerNode = 4;
/// Header for the tree
struct Header
{
Float3 mRootBoundsMin;
Float3 mRootBoundsMax;
uint32 mRootProperties;
uint8 mBlockIDBits; ///< Number of bits to address a triangle block
uint8 mPadding[3] = { 0 };
};
/// Size of the header (an empty struct is always > 0 bytes so this needs a separate variable)
static constexpr int HeaderSize = sizeof(Header);
/// Stack size to use during DecodingContext::sWalkTree
static constexpr int StackSize = 128;
/// Node properties
enum : uint32
{
TRIANGLE_COUNT_BITS = 4,
TRIANGLE_COUNT_SHIFT = 28,
TRIANGLE_COUNT_MASK = (1 << TRIANGLE_COUNT_BITS) - 1,
OFFSET_BITS = 28,
OFFSET_MASK = (1 << OFFSET_BITS) - 1,
OFFSET_NON_SIGNIFICANT_BITS = 2,
OFFSET_NON_SIGNIFICANT_MASK = (1 << OFFSET_NON_SIGNIFICANT_BITS) - 1,
};
/// Node structure
struct Node
{
HalfFloat mBoundsMinX[4]; ///< 4 child bounding boxes
HalfFloat mBoundsMinY[4];
HalfFloat mBoundsMinZ[4];
HalfFloat mBoundsMaxX[4];
HalfFloat mBoundsMaxY[4];
HalfFloat mBoundsMaxZ[4];
uint32 mNodeProperties[4]; ///< 4 child node properties
};
static_assert(sizeof(Node) == 64, "Node should be 64 bytes");
/// This class encodes and compresses quad tree nodes
class EncodingContext
{
public:
/// Mimics the size a call to NodeAllocate() would add to the buffer
void PrepareNodeAllocate(const AABBTreeBuilder::Node *inNode, uint64 &ioBufferSize) const
{
// We don't emit nodes for leafs
if (!inNode->HasChildren())
return;
// Add size of node
ioBufferSize += sizeof(Node);
}
/// Allocate a new node for inNode.
/// Algorithm can modify the order of ioChildren to indicate in which order children should be compressed
/// Algorithm can enlarge the bounding boxes of the children during compression and returns these in outChildBoundsMin, outChildBoundsMax
/// inNodeBoundsMin, inNodeBoundsMax is the bounding box if inNode possibly widened by compressing the parent node
/// Returns size_t(-1) on error and reports the error in outError
size_t NodeAllocate(const AABBTreeBuilder::Node *inNode, Vec3Arg inNodeBoundsMin, Vec3Arg inNodeBoundsMax, Array<const AABBTreeBuilder::Node *> &ioChildren, Vec3 outChildBoundsMin[NumChildrenPerNode], Vec3 outChildBoundsMax[NumChildrenPerNode], ByteBuffer &ioBuffer, const char *&outError) const
{
// We don't emit nodes for leafs
if (!inNode->HasChildren())
return ioBuffer.size();
// Remember the start of the node
size_t node_start = ioBuffer.size();
// Fill in bounds
Node *node = ioBuffer.Allocate<Node>();
for (size_t i = 0; i < 4; ++i)
{
if (i < ioChildren.size())
{
const AABBTreeBuilder::Node *this_node = ioChildren[i];
// Copy bounding box
node->mBoundsMinX[i] = HalfFloatConversion::FromFloat<HalfFloatConversion::ROUND_TO_NEG_INF>(this_node->mBounds.mMin.GetX());
node->mBoundsMinY[i] = HalfFloatConversion::FromFloat<HalfFloatConversion::ROUND_TO_NEG_INF>(this_node->mBounds.mMin.GetY());
node->mBoundsMinZ[i] = HalfFloatConversion::FromFloat<HalfFloatConversion::ROUND_TO_NEG_INF>(this_node->mBounds.mMin.GetZ());
node->mBoundsMaxX[i] = HalfFloatConversion::FromFloat<HalfFloatConversion::ROUND_TO_POS_INF>(this_node->mBounds.mMax.GetX());
node->mBoundsMaxY[i] = HalfFloatConversion::FromFloat<HalfFloatConversion::ROUND_TO_POS_INF>(this_node->mBounds.mMax.GetY());
node->mBoundsMaxZ[i] = HalfFloatConversion::FromFloat<HalfFloatConversion::ROUND_TO_POS_INF>(this_node->mBounds.mMax.GetZ());
// Store triangle count
node->mNodeProperties[i] = this_node->GetTriangleCount() << TRIANGLE_COUNT_SHIFT;
if (this_node->GetTriangleCount() >= TRIANGLE_COUNT_MASK)
{
outError = "NodeCodecQuadTreeHalfFloat: Too many triangles";
return size_t(-1);
}
}
else
{
// Make this an invalid triangle node
node->mNodeProperties[i] = uint32(TRIANGLE_COUNT_MASK) << TRIANGLE_COUNT_SHIFT;
// Make bounding box invalid
node->mBoundsMinX[i] = HALF_FLT_MAX;
node->mBoundsMinY[i] = HALF_FLT_MAX;
node->mBoundsMinZ[i] = HALF_FLT_MAX;
node->mBoundsMaxX[i] = HALF_FLT_MAX;
node->mBoundsMaxY[i] = HALF_FLT_MAX;
node->mBoundsMaxZ[i] = HALF_FLT_MAX;
}
}
// Since we don't keep track of the bounding box while descending the tree, we keep the root bounds at all levels for triangle compression
for (int i = 0; i < NumChildrenPerNode; ++i)
{
outChildBoundsMin[i] = inNodeBoundsMin;
outChildBoundsMax[i] = inNodeBoundsMax;
}
return node_start;
}
/// Once all nodes have been added, this call finalizes all nodes by patching in the offsets of the child nodes (that were added after the node itself was added)
bool NodeFinalize(const AABBTreeBuilder::Node *inNode, size_t inNodeStart, uint inNumChildren, const size_t *inChildrenNodeStart, const size_t *inChildrenTrianglesStart, ByteBuffer &ioBuffer, const char *&outError)
{
if (!inNode->HasChildren())
return true;
Node *node = ioBuffer.Get<Node>(inNodeStart);
for (uint i = 0; i < inNumChildren; ++i)
{
size_t offset;
if (node->mNodeProperties[i] != 0)
{
// This is a triangle block
offset = inChildrenTrianglesStart[i];
// Store highest block with triangles so we can count the number of bits we need
mHighestTriangleBlock = max(mHighestTriangleBlock, offset);
}
else
{
// This is a node block
offset = inChildrenNodeStart[i];
}
// Store offset of next node / triangles
if (offset & OFFSET_NON_SIGNIFICANT_MASK)
{
outError = "NodeCodecQuadTreeHalfFloat: Internal Error: Offset has non-significant bits set";
return false;
}
offset >>= OFFSET_NON_SIGNIFICANT_BITS;
if (offset > OFFSET_MASK)
{
outError = "NodeCodecQuadTreeHalfFloat: Offset too large. Too much data.";
return false;
}
node->mNodeProperties[i] |= uint32(offset);
}
return true;
}
/// Once all nodes have been finalized, this will finalize the header of the nodes
bool Finalize(Header *outHeader, const AABBTreeBuilder::Node *inRoot, size_t inRootNodeStart, size_t inRootTrianglesStart, const char *&outError) const
{
// Check if we can address the root node
size_t offset = inRoot->HasChildren()? inRootNodeStart : inRootTrianglesStart;
if (offset & OFFSET_NON_SIGNIFICANT_MASK)
{
outError = "NodeCodecQuadTreeHalfFloat: Internal Error: Offset has non-significant bits set";
return false;
}
offset >>= OFFSET_NON_SIGNIFICANT_BITS;
if (offset > OFFSET_MASK)
{
outError = "NodeCodecQuadTreeHalfFloat: Offset too large. Too much data.";
return false;
}
// If the root has triangles, we need to take that offset instead since the mHighestTriangleBlock will be zero
size_t highest_triangle_block = inRootTrianglesStart != size_t(-1)? inRootTrianglesStart : mHighestTriangleBlock;
highest_triangle_block >>= OFFSET_NON_SIGNIFICANT_BITS;
inRoot->mBounds.mMin.StoreFloat3(&outHeader->mRootBoundsMin);
inRoot->mBounds.mMax.StoreFloat3(&outHeader->mRootBoundsMax);
outHeader->mRootProperties = uint32(offset) + (inRoot->GetTriangleCount() << TRIANGLE_COUNT_SHIFT);
outHeader->mBlockIDBits = uint8(32 - CountLeadingZeros(uint32(highest_triangle_block)));
if (inRoot->GetTriangleCount() >= TRIANGLE_COUNT_MASK)
{
outError = "NodeCodecQuadTreeHalfFloat: Too many triangles";
return false;
}
return true;
}
private:
size_t mHighestTriangleBlock = 0;
};
/// This class decodes and decompresses quad tree nodes
class DecodingContext
{
public:
/// Get the amount of bits needed to store an ID to a triangle block
inline static uint sTriangleBlockIDBits(const Header *inHeader)
{
return inHeader->mBlockIDBits;
}
/// Convert a triangle block ID to the start of the triangle buffer
inline static const void * sGetTriangleBlockStart(const uint8 *inBufferStart, uint inTriangleBlockID)
{
return inBufferStart + (inTriangleBlockID << OFFSET_NON_SIGNIFICANT_BITS);
}
/// Constructor
JPH_INLINE explicit DecodingContext(const Header *inHeader)
{
// Start with the root node on the stack
mNodeStack[0] = inHeader->mRootProperties;
}
/// Walk the node tree calling the Visitor::VisitNodes for each node encountered and Visitor::VisitTriangles for each triangle encountered
template <class TriangleContext, class Visitor>
JPH_INLINE void WalkTree(const uint8 *inBufferStart, const TriangleContext &inTriangleContext, Visitor &ioVisitor)
{
do
{
// Test if node contains triangles
uint32 node_properties = mNodeStack[mTop];
uint32 tri_count = node_properties >> TRIANGLE_COUNT_SHIFT;
if (tri_count == 0)
{
const Node *node = reinterpret_cast<const Node *>(inBufferStart + (node_properties << OFFSET_NON_SIGNIFICANT_BITS));
// Unpack bounds
#ifdef JPH_CPU_BIG_ENDIAN
Vec4 bounds_minx = HalfFloatConversion::ToFloat(UVec4(node->mBoundsMinX[0] + (node->mBoundsMinX[1] << 16), node->mBoundsMinX[2] + (node->mBoundsMinX[3] << 16), 0, 0));
Vec4 bounds_miny = HalfFloatConversion::ToFloat(UVec4(node->mBoundsMinY[0] + (node->mBoundsMinY[1] << 16), node->mBoundsMinY[2] + (node->mBoundsMinY[3] << 16), 0, 0));
Vec4 bounds_minz = HalfFloatConversion::ToFloat(UVec4(node->mBoundsMinZ[0] + (node->mBoundsMinZ[1] << 16), node->mBoundsMinZ[2] + (node->mBoundsMinZ[3] << 16), 0, 0));
Vec4 bounds_maxx = HalfFloatConversion::ToFloat(UVec4(node->mBoundsMaxX[0] + (node->mBoundsMaxX[1] << 16), node->mBoundsMaxX[2] + (node->mBoundsMaxX[3] << 16), 0, 0));
Vec4 bounds_maxy = HalfFloatConversion::ToFloat(UVec4(node->mBoundsMaxY[0] + (node->mBoundsMaxY[1] << 16), node->mBoundsMaxY[2] + (node->mBoundsMaxY[3] << 16), 0, 0));
Vec4 bounds_maxz = HalfFloatConversion::ToFloat(UVec4(node->mBoundsMaxZ[0] + (node->mBoundsMaxZ[1] << 16), node->mBoundsMaxZ[2] + (node->mBoundsMaxZ[3] << 16), 0, 0));
#else
UVec4 bounds_minxy = UVec4::sLoadInt4(reinterpret_cast<const uint32 *>(&node->mBoundsMinX[0]));
Vec4 bounds_minx = HalfFloatConversion::ToFloat(bounds_minxy);
Vec4 bounds_miny = HalfFloatConversion::ToFloat(bounds_minxy.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_UNUSED, SWIZZLE_UNUSED>());
UVec4 bounds_minzmaxx = UVec4::sLoadInt4(reinterpret_cast<const uint32 *>(&node->mBoundsMinZ[0]));
Vec4 bounds_minz = HalfFloatConversion::ToFloat(bounds_minzmaxx);
Vec4 bounds_maxx = HalfFloatConversion::ToFloat(bounds_minzmaxx.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_UNUSED, SWIZZLE_UNUSED>());
UVec4 bounds_maxyz = UVec4::sLoadInt4(reinterpret_cast<const uint32 *>(&node->mBoundsMaxY[0]));
Vec4 bounds_maxy = HalfFloatConversion::ToFloat(bounds_maxyz);
Vec4 bounds_maxz = HalfFloatConversion::ToFloat(bounds_maxyz.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_UNUSED, SWIZZLE_UNUSED>());
#endif
// Load properties for 4 children
UVec4 properties = UVec4::sLoadInt4(&node->mNodeProperties[0]);
// Check which sub nodes to visit
int num_results = ioVisitor.VisitNodes(bounds_minx, bounds_miny, bounds_minz, bounds_maxx, bounds_maxy, bounds_maxz, properties, mTop);
// Push them onto the stack
JPH_ASSERT(mTop + 4 < StackSize);
properties.StoreInt4(&mNodeStack[mTop]);
mTop += num_results;
}
else if (tri_count != TRIANGLE_COUNT_MASK) // TRIANGLE_COUNT_MASK indicates a padding node, normally we shouldn't visit these nodes but when querying with a big enough box you could touch HALF_FLT_MAX (about 65K)
{
// Node contains triangles, do individual tests
uint32 triangle_block_id = node_properties & OFFSET_MASK;
const void *triangles = sGetTriangleBlockStart(inBufferStart, triangle_block_id);
ioVisitor.VisitTriangles(inTriangleContext, triangles, tri_count, triangle_block_id);
}
// Check if we're done
if (ioVisitor.ShouldAbort())
break;
// Fetch next node until we find one that the visitor wants to see
do
--mTop;
while (mTop >= 0 && !ioVisitor.ShouldVisitNode(mTop));
}
while (mTop >= 0);
}
/// This can be used to have the visitor early out (ioVisitor.ShouldAbort() returns true) and later continue again (call WalkTree() again)
bool IsDoneWalking() const
{
return mTop < 0;
}
private:
uint32 mNodeStack[StackSize];
int mTop = 0;
};
};
JPH_NAMESPACE_END