File: Wm5ExtremalQuery3BSP.cpp

package info (click to toggle)
libwildmagic 5.17%2Bcleaned1-7
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 90,124 kB
  • sloc: cpp: 215,940; csh: 637; sh: 91; makefile: 40
file content (419 lines) | stat: -rw-r--r-- 14,243 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.2 (2015/11/21)

#include "Wm5PhysicsPCH.h"
#include "Wm5ExtremalQuery3BSP.h"

namespace Wm5
{
//----------------------------------------------------------------------------
template <typename Real>
ExtremalQuery3BSP<Real>::ExtremalQuery3BSP (
    const ConvexPolyhedron3<Real>* polytope)
    :
    ExtremalQuery3<Real>(polytope)
{
    // Create the adjacency information for the polytope.
    int numVertices = mPolytope->GetNumVertices();
    const Vector3<Real>* vertices = mPolytope->GetVertices();
    int numTriangles = mPolytope->GetNumTriangles();
    const int* indices = mPolytope->GetIndices();
    BasicMesh mesh(numVertices, vertices, numTriangles, indices);

    // Create the set of unique arcs which are used to create the BSP tree.
    std::multiset<SphericalArc> arcs;
    CreateSphericalArcs(mesh, arcs);

    // Create the BSP tree to be used in the extremal query.
    std::vector<SphericalArc> nodes;
    CreateBSPTree(arcs, nodes);

    // Copy the nodes into a single, nonresizeable array.
    mNumNodes = (int)nodes.size();
    mNodes = new1<SphericalArc>(mNumNodes);
    memcpy(mNodes, &nodes.front(), mNumNodes*sizeof(SphericalArc));
}
//----------------------------------------------------------------------------
template <typename Real>
ExtremalQuery3BSP<Real>::~ExtremalQuery3BSP ()
{
    delete1(mNodes);
}
//----------------------------------------------------------------------------
template <typename Real>
void ExtremalQuery3BSP<Real>::GetExtremeVertices (
    const Vector3<Real>& direction, int& positiveDirection,
    int& negativeDirection)
{
    // Do a nonrecursive depth-first search of the BSP tree to determine
    // spherical polygon contains the incoming direction D.  Index 0 is the
    // root of the BSP tree.
    int current = 0;
    while (current >= 0)
    {
        SphericalArc& node = mNodes[current];
        int sign = (int)Math<Real>::Sign(direction.Dot(node.Normal));
        if (sign >= 0)
        {
            current = node.PosChild;
            if (current == -1)
            {
                // At a leaf node.
                positiveDirection = node.PosVertex;
            }
        }
        else
        {
            current = node.NegChild;
            if (current == -1)
            {
                // At a leaf node.
                positiveDirection = node.NegVertex;
            }
        }
    }

    // Do a nonrecursive depth-first search of the BSP tree to determine
    // spherical polygon contains the reverse incoming direction -D.
    current = 0;  // the root of the BSP tree
    while (current >= 0)
    {
        SphericalArc& node = mNodes[current];
        int sign = (int)-Math<Real>::Sign(direction.Dot(node.Normal));
        if (sign >= 0)
        {
            current = node.PosChild;
            if (current == -1)
            {
                // At a leaf node.
                negativeDirection = node.PosVertex;
            }
        }
        else
        {
            current = node.NegChild;
            if (current == -1)
            {
                // At a leaf node.
                negativeDirection = node.NegVertex;
            }
        }
    }
}
//----------------------------------------------------------------------------
template <typename Real>
int ExtremalQuery3BSP<Real>::GetNumNodes () const
{
    return mNumNodes;
}
//----------------------------------------------------------------------------
template <typename Real>
int ExtremalQuery3BSP<Real>::GetTreeDepth () const
{
    return mTreeDepth;
}
//----------------------------------------------------------------------------
template <typename Real>
void ExtremalQuery3BSP<Real>::SortVertexAdjacents (BasicMesh& mesh)
{
    // The typecast is to allow modifying the vertices.  As long as the
    // sorting algorithm is correct, this is a safe thing to do.
    int numVertices = mesh.GetNumVertices();
    BasicMesh::Vertex* vertices = (BasicMesh::Vertex*)mesh.GetVertices();

    const BasicMesh::Triangle* triangles = mesh.GetTriangles();
    for (int i = 0; i < numVertices; ++i)
    {
        // This copy circumvents the constness of the mesh vertices, which
        // allows the sorting of the mesh triangles shared by a mesh vertex.
        BasicMesh::Vertex& vertex = vertices[i];

        // This is a consequence of the mesh being a polyhedron.
        assertion(vertex.NumVertices == vertex.NumTriangles,
            "Unexpected condition\n");

        // Once we have the first vertex to sort and an initial triangle
        // sharing it, we can walk around the vertex following triangle
        // adjacency links.  It is safe to overwrite the vertex data.
        int t = vertex.T[0];
        const BasicMesh::Triangle* tri = &triangles[t];

        for (int adj = 0; adj < vertex.NumVertices; ++adj)
        {
            int prev, curr;
            for (prev = 2, curr = 0; curr < 3; prev = curr++)
            {
                if (tri->V[curr] == i)
                {
                    vertex.V[adj] = tri->V[prev];
                    vertex.E[adj] = tri->E[prev];
                    vertex.T[adj] = t;

                    // The next triangle to visit.
                    t = tri->T[prev];
                    tri = &triangles[t];
                    break;
                }
            }
            assertion(curr < 3, "Unexpected condition\n");
        }
    }
}
//----------------------------------------------------------------------------
template <typename Real>
void ExtremalQuery3BSP<Real>::CreateSphericalArcs (BasicMesh& mesh,
    std::multiset<SphericalArc>& arcs)
{
    int numEdges = mesh.GetNumEdges();
    const BasicMesh::Edge* edges = mesh.GetEdges();
    const BasicMesh::Triangle* triangles = mesh.GetTriangles();

    const int prev[3] = { 2, 0, 1 };
    const int next[3] = { 1, 2, 0 };

    for (int i = 0; i < numEdges; ++i)
    {
        const BasicMesh::Edge& edge = edges[i];

        SphericalArc arc;
        arc.NIndex[0] = edge.T[0];
        arc.NIndex[1] = edge.T[1];
        arc.Separation = 1;

        arc.Normal = mFaceNormals[arc.NIndex[0]].Cross(
            mFaceNormals[arc.NIndex[1]]);

        const BasicMesh::Triangle& adj = triangles[edge.T[0]];
        int j;
        for (j = 0; j < 3; ++j)
        {
            if (adj.V[j] != edge.V[0]
            &&  adj.V[j] != edge.V[1])
            {
                arc.PosVertex = adj.V[prev[j]];
                arc.NegVertex = adj.V[next[j]];
                break;
            }
        }
        assertion(j < 3, "Unexpected condition\n");

        arcs.insert(arc);
    }

    CreateSphericalBisectors(mesh, arcs);
}
//----------------------------------------------------------------------------
template <typename Real>
void ExtremalQuery3BSP<Real>::CreateSphericalBisectors (BasicMesh& mesh,
    std::multiset<SphericalArc>& arcs)
{
    // For each vertex, sort the normals into a counterclockwise spherical
    // polygon when viewed from outside the sphere.
    SortVertexAdjacents(mesh);

    int numVertices = mesh.GetNumVertices();
    const BasicMesh::Vertex* vertices = mesh.GetVertices();
    std::queue<std::pair<int,int> > queue;
    for (int i = 0; i < numVertices; ++i)
    {
        const BasicMesh::Vertex& vertex = vertices[i];

        queue.push(std::make_pair(0, vertex.NumTriangles));
        while (!queue.empty())
        {
            std::pair<int,int> arc = queue.front();
            queue.pop();
            int i0 = arc.first, i1 = arc.second;
            int separation = i1 - i0;
            if (separation > 1 && separation != vertex.NumTriangles - 1)
            {
                if (i1 < vertex.NumTriangles)
                {
                    SphericalArc aarc;
                    aarc.NIndex[0] = vertex.T[i0];
                    aarc.NIndex[1] = vertex.T[i1];
                    aarc.Separation = separation;

                    aarc.Normal = mFaceNormals[aarc.NIndex[0]].Cross(
                        mFaceNormals[aarc.NIndex[1]]);

                    aarc.PosVertex = i;
                    aarc.NegVertex = i;
                    arcs.insert(aarc);
                }
                int iMid = (i0 + i1 + 1)/2;
                if (iMid != i1)
                {
                    queue.push(std::make_pair(i0, iMid));
                    queue.push(std::make_pair(iMid, i1));
                }
            }
        }
    }
}
//----------------------------------------------------------------------------
template <typename Real>
void ExtremalQuery3BSP<Real>::CreateBSPTree (
    std::multiset<SphericalArc>& arcs, std::vector<SphericalArc>& nodes)
{
    // The tree has at least a root.
    mTreeDepth = 1;

    typename std::multiset<SphericalArc>::reverse_iterator iter;
    for (iter = arcs.rbegin(); iter != arcs.rend(); ++iter)
    {
        InsertArc(*iter, nodes);
    }

    // The leaf nodes are not counted in the traversal of InsertArc.  The
    // depth must be incremented to account for leaves.
    ++mTreeDepth;
}
//----------------------------------------------------------------------------
template <typename Real>
void ExtremalQuery3BSP<Real>::InsertArc (const SphericalArc& arc,
    std::vector<SphericalArc>& nodes)
{
    // The incoming arc is stored at the end of the nodes array.
    if (nodes.size() > 0)
    {
        // Do a nonrecursive depth-first search of the current BSP tree to
        // place the incoming arc.  Index 0 is the root of the BSP tree.
        std::stack<int> candidates;
        candidates.push(0);
        while (!candidates.empty())
        {
            int current = candidates.top();
            candidates.pop();
            SphericalArc* node = &nodes[current];

            int sign0;
            if (arc.NIndex[0] == node->NIndex[0]
            ||  arc.NIndex[0] == node->NIndex[1])
            {
                sign0 = 0;
            }
            else
            {
                sign0 = (int)Math<Real>::Sign(
                    mFaceNormals[arc.NIndex[0]].Dot(node->Normal));
            }

            int sign1;
            if (arc.NIndex[1] == node->NIndex[0]
            ||  arc.NIndex[1] == node->NIndex[1])
            {
                sign1 = 0;
            }
            else
            {
                sign1 = (int)Math<Real>::Sign(
                    mFaceNormals[arc.NIndex[1]].Dot(node->Normal));
            }

            int doTest = 0;
            if (sign0*sign1 < 0)
            {
                // The new arc straddles the current arc, so propagate it
                // to both child nodes.
                doTest = 3;
            }
            else if (sign0 > 0 || sign1 > 0)
            {
                // The new arc is on the positive side of the current arc.
                doTest = 1;
            }
            else if (sign0 < 0 || sign1 < 0)
            {
                // The new arc is on the negative side of the current arc.
                doTest = 2;
            }
            // else: sign0 = sign1 = 0, in which case no propagation is
            // needed since the current BSP node will handle the correct
            // partitioning of the arcs during extremal queries.

            int depth;

            if (doTest & 1)
            {
                if (node->PosChild != -1)
                {
                    candidates.push(node->PosChild);
                    depth = (int)candidates.size();
                    if (depth > mTreeDepth)
                    {
                        mTreeDepth = depth;
                    }
                }
                else
                {
                    node->PosChild = (int)nodes.size();
                    nodes.push_back(arc);

                    // The push_back can cause a reallocation, so the current
                    // pointer must be refreshed.
                    node = &nodes[current];
                }
            }

            if (doTest & 2)
            {
                if (node->NegChild != -1)
                {
                    candidates.push(node->NegChild);
                    depth = (int)candidates.size();
                    if (depth > mTreeDepth)
                    {
                        mTreeDepth = depth;
                    }
                }
                else
                {
                    node->NegChild = (int)nodes.size();
                    nodes.push_back(arc);
                }
            }
        }
    }
    else
    {
        // root node
        nodes.push_back(arc);
    }
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// ExtremalQueryBSP::SphericalArc
//----------------------------------------------------------------------------
template <typename Real>
ExtremalQuery3BSP<Real>::SphericalArc::SphericalArc ()
    :
    PosChild(-1),
    NegChild(-1)
{
}
//----------------------------------------------------------------------------
template <typename Real>
bool ExtremalQuery3BSP<Real>::SphericalArc::operator< (
    const SphericalArc& arc) const
{
    return Separation < arc.Separation;
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// Explicit instantiation.
//----------------------------------------------------------------------------
template WM5_PHYSICS_ITEM
class ExtremalQuery3BSP<float>;

template WM5_PHYSICS_ITEM
class ExtremalQuery3BSP<double>;
//----------------------------------------------------------------------------
}