File: tree.pyx

package info (click to toggle)
soya 0.12-2
  • links: PTS
  • area: main
  • in suites: etch, etch-m68k
  • size: 13,580 kB
  • ctags: 20,171
  • sloc: cpp: 45,252; python: 7,241; ansic: 5,226; perl: 273; makefile: 227; sh: 65
file content (411 lines) | stat: -rw-r--r-- 15,204 bytes parent folder | download
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
# -*- indent-tabs-mode: t -*-

# Soya 3D
# Copyright (C) 2004 Jean-Baptiste LAMY -- jiba@tuxfamily.org
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program 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.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

#cdef struct _Node:
#  int     nb_faces, nb_children
#  int*    faces # index in the TreeModel faces array
#  _Node** children
#  float   sphere[4]
#ctypedef _Node Node

cdef Node* node_new(int face_index, GLfloat* sphere):
	cdef Node* node
	node             = <Node*> malloc(sizeof(Node))
	node.nb_faces    = 1
	node.faces       = <int*> malloc(sizeof(int))
	node.faces[0]    = face_index
	node.nb_children = 0
	node.children    = NULL
	memcpy(node.sphere, sphere, 4 * sizeof(float))
	return node
	
cdef Node* node_register_face(Node* node, Node* parent, int face_index, float* sphere):
	cdef float d
	cdef Node* n
	d = point_distance_to(node.sphere, sphere)
	if   d + sphere[3] <= node.sphere[3]: node_register_inside_face(node, face_index, sphere) # face is inside node
	elif d + node.sphere[3] <= sphere[3]: # node is inside face
		n             = <Node*> malloc(sizeof(Node))
		n.nb_faces    = 1
		n.faces       = <int*> malloc(sizeof(int))
		n.faces[0]    = face_index
		n.nb_children = 1
		n.children    = <Node**> malloc(sizeof(Node*))
		n.children[0] = node
		memcpy(n.sphere, sphere, 4 * sizeof(float))
		return n
	else:
		if parent == NULL: # create a new node with no face
			n             = <Node*> malloc(sizeof(Node))
			n.nb_faces    = 0
			n.faces       = NULL
			n.nb_children = 2
			n.children    = <Node**> malloc(2 * sizeof(Node*))
			n.children[0] = node
			n.children[1] = node_new(face_index, sphere)
			sphere_from_2_spheres(n.sphere, node.sphere, sphere)
			return n
		else: node_add_face(parent, face_index, sphere)
	return node

cdef void node_register_inside_face(Node* node, int face_index, GLfloat* sphere):
	cdef float d
	cdef int   i
	for i from 0 <= i < node.nb_children: # recurse to children
		d = point_distance_to(node.children[i].sphere, sphere)
		if d + sphere[3] <= node.children[i].sphere[3]: # face is inside that child
			node_register_inside_face(node.children[i], face_index, sphere)
			return
	node_add_face(node, face_index, sphere) # no child found => face must be added to this node

cdef void node_register_node(Node* node, Node* add):
	cdef float d
	cdef int   i, added
	i = added = 0
	# test if former nodes can be put into the added node
	while i < node.nb_children:
		if node.children[i] == NULL:
			if added == 0:
				node.children[i] = add
				added = 1
			i = i + 1
		else:
			d = point_distance_to(add.sphere, node.children[i].sphere)
			if d + node.children[i].sphere[3] <= add.sphere[3]:
				# add child i into added node
				node_add_node(add, node.children[i])
				if added == 0:
					node.children[i] = add
					added = 1
					i = i + 1
				else:
					node.nb_children = node.nb_children - 1
					node.children[i] = node.children[node.nb_children]
					node.children[node.nb_children] = NULL
			else: i = i + 1
	if added == 0: node_add_node(node, add)

cdef void node_add_face(Node* node, int face_index, float* sphere):
	cdef Node* new
	# create a new node for face and add the new node to our node
	new = node_new(face_index, sphere)
	node_register_node(node, new)
	node.children = <Node**> realloc(node.children, node.nb_children * sizeof(Node*))
	
cdef int node_gather(Node* node, int mode, float param):
	cdef int   best1, best2, i, j
	cdef float min_radius, radius
	cdef float sphere[4], best_sphere[4]
	cdef Node* n
	best1 = best2 = -1
	# return 0 if no more gather are possible
	# try different technics...
	if mode == 0: # take the smallest sphere
		min_radius = 100000.0
		radius     = param * node.sphere[3]
		n          = NULL
		for i from 0 <= i < node.nb_children:
			if (n == NULL) or (node.children[i].sphere[3] < min_radius):
				best1      = i
				n          = node.children[i]
				min_radius = n.sphere[3] 
		if min_radius >= radius: return 0
		else: # find the 1rst sphere to gather with that produce a sphere with a radius <= radius
			for i from 0 <= i < node.nb_children:
				if i != best1:
					sphere_from_2_spheres(best_sphere, n.sphere, node.children[i].sphere)
					if best_sphere[3] <= radius:
						best2 = i
						break
			return 0
	else:
		# compute the best tree possible but very slow
		# find the 2 children that produce the smallest sphere
		for i from 0 <= i < node.nb_children:
			n = node.children[i]
			if n != NULL:
				for j from i + 1 <= j < node.nb_children:
					if node.children[j] != NULL:
						sphere_from_2_spheres(sphere, n.sphere, node.children[j].sphere)
						if (best1 < 0) or (sphere[3] < best_sphere[3]):
							memcpy(best_sphere, sphere, 4 * sizeof(float))
							best1 = i
							best2 = j
	if (best_sphere[3] >= node.sphere[3]): return 0
	# gather best1 and best2
	n = <Node*> malloc (sizeof(Node))
	n.nb_faces    = 0
	n.faces       = NULL
	n.nb_children = 2
	n.children    = <Node**> malloc(2 * sizeof(Node*))
	n.children[0] = node.children[best1]
	n.children[1] = node.children[best2]
	memcpy(n.sphere, best_sphere, 4 * sizeof(float))
	node.nb_children = node.nb_children - 1
	node.children[best1] = n
	node.children[best2] = node.children[node.nb_children]
	node_added(node, n)
	return 1

cdef void node_added(Node* node, Node* new):
	cdef float d
	cdef int   i
	# test if ancient nodes can be contained into the new one
	i = 0
	while i < node.nb_children:
		if (node.children[i] != NULL) and (new != node.children[i]):
			d = point_distance_to(new.sphere, node.children[i].sphere)
			if d + node.children[i].sphere[3] <= new.sphere[3]:
				# add child i into new node
				node_add_node(new, node.children[i])
				node.nb_children = node.nb_children - 1
				node.children[i] = node.children[node.nb_children]
				node.children[node.nb_children] = NULL
			else: i = i + 1
		else: i = i + 1

cdef void node_add_node(Node* node, Node* add):
	node.children = <Node**> realloc(node.children, (node.nb_children + 1) * sizeof(Node*))
	node.children[node.nb_children] = add
	node.nb_children = node.nb_children + 1

cdef void node_collapse_with_child(Node* node, float collapse):
	cdef int i
	for i from 0 <= i < node.nb_children:
		if node.children[i].sphere[3] > collapse * node.sphere[3]:
			node_join(node, node.children[i])
			node.nb_children = node.nb_children - 1
			node.children[i] = node.children[node.nb_children]
			
cdef void node_join(Node* n1, Node* n2):
	cdef int i
	n1.faces = <int*> realloc(n1.faces, (n1.nb_faces + n2.nb_faces) * sizeof(int))
	for i from 0 <= i < n2.nb_faces: n1.faces[n1.nb_faces + i] = n2.faces[i]
	n1.nb_faces = n1.nb_faces + n2.nb_faces
	
	n1.children = <Node**> realloc(n1.children, (n1.nb_children + n2.nb_children) * sizeof(Node*))
	for i from 0 <= i < n2.nb_children: n1.children[n1.nb_children + i] = n2.children[i]
	n1.nb_children = n1.nb_children + n2.nb_children
	
cdef void node_optimize(Node* node, float collapse, int mode, float param):
	cdef int i
	while (node.nb_children > 2): # gather some children
		if node_gather(node, mode, param) == 0: break
	node_collapse_with_child(node, collapse)
	node.children = <Node**> realloc(node.children, node.nb_children * sizeof(Node*))
	for i from 0 <= i < node.nb_children: node_optimize(node.children[i], collapse, mode, param)
	
cdef int node_get_nb_level(Node* node):
	cdef int i, nb, n
	nb = 0
	for i from 0 <= i < node.nb_children:
		n = node_get_nb_level(node.children[i])
		if n > nb: nb = n
	return nb + 1

cdef int node_get_memory_size(Node* node):
	cdef int size, i
	size = 2 * sizeof(int) + 4 * sizeof(float) + (2 + node.nb_children + node.nb_faces) * sizeof(void*)
	for i from 0 <= i < node.nb_children: size = size + node_get_memory_size(node.children[i])
	return size


cdef node_collect_raypickables(Node* node, Chunk* items, float* sphere):
	cdef int i
	if sphere_distance_sphere(sphere, node.sphere) < 0.0:
		# Add a face** (or a node*) instead ? (faster, less memory)
		chunk_add(items, node.faces, node.nb_faces * sizeof(int))
		for i from 0 <= i < node.nb_children: node_collect_raypickables(node.children[i], items, sphere)

cdef class _TreeModel(_SimpleModel):
	#cdef Node* _tree
	
	cdef __getcstate__(self):
		cdef Chunk* chunk
		chunk = get_chunk()
		self._node2chunk(self._tree, chunk)
		return _SimpleModel.__getcstate__(self), drop_chunk_to_string(chunk)
	
	cdef void __setcstate__(self, cstate):
		_SimpleModel.__setcstate_data__(self, cstate[0])
		
		cdef Chunk* chunk
		chunk = string_to_chunk(cstate[1])
		self._tree = self._chunk2node(chunk)
		drop_chunk(chunk)
		
	cdef _node2chunk(self, Node* node, Chunk* chunk):
		cdef int i
		chunk_add_int_endian_safe   (chunk, node.nb_faces)
		chunk_add_int_endian_safe   (chunk, node.nb_children)
		chunk_add_floats_endian_safe(chunk, node.sphere, 4)
		chunk_add_ints_endian_safe  (chunk, node.faces, node.nb_faces)
		for i from 0 <= i < node.nb_children: self._node2chunk(node.children[i], chunk)
		
	cdef Node* _chunk2node(self, Chunk* chunk):
		cdef int   i
		cdef Node* node
		node             = <Node*> malloc(sizeof(Node))
		chunk_get_int_endian_safe   (chunk, &node.nb_faces)
		chunk_get_int_endian_safe   (chunk, &node.nb_children)
		chunk_get_floats_endian_safe(chunk,  node.sphere, 4)
		node.faces       = <int*  > malloc(node.nb_faces    * sizeof(int  ))
		node.children    = <Node**> malloc(node.nb_children * sizeof(Node*))
		chunk_get_ints_endian_safe  (chunk, node.faces, node.nb_faces)
		for i from 0 <= i < node.nb_children: node.children[i] = self._chunk2node(chunk)
		return node
	
	cdef void _build_tree(self):
		cdef int   i
		cdef float sphere[4]
		cdef Node* tree
		tree = NULL
		
		for i from 0 <= i < self._nb_faces:
			self.compute_sphere(self._faces + i, sphere)
			if tree == NULL: tree = node_new(i, sphere)
			else:            tree = node_register_face(tree, NULL, i, sphere)
			
		self._tree = tree
		
		print "* Soya * Tree built,     %s levels, memory : %s bytes" % (node_get_nb_level(self._tree), node_get_memory_size(self._tree))
		
	cdef void _optimize_tree(self, float collapse, int mode, float max_children_radius):
		node_optimize(self._tree, collapse, mode, max_children_radius)
		
		print "* Soya * Tree optimized, %s levels, memory : %s bytes" % (node_get_nb_level(self._tree), node_get_memory_size(self._tree))
		
	cdef void compute_sphere(self, ModelFace* face, float* sphere):
		cdef float p[12]
		memcpy(p,     self._coords + self._vertex_coords[face.v[0]], 3 * sizeof(float))
		memcpy(p + 3, self._coords + self._vertex_coords[face.v[1]], 3 * sizeof(float))
		memcpy(p + 6, self._coords + self._vertex_coords[face.v[2]], 3 * sizeof(float))
		if   face.option & FACE_TRIANGLE: sphere_from_points(sphere, p, 3)
		elif face.option & FACE_QUAD:
			memcpy(p + 9, self._coords + self._vertex_coords[face.v[3]], 3 * sizeof(float))
			sphere_from_points(sphere, p, 4)
			
			
	cdef void _batch(self, _Body body):
		# XXX deforms: batched_object is ignored
		
		if body._option & HIDDEN: return
		
		cdef Frustum* frustum
		frustum = renderer._frustum(body)
		#batch_start(body)
		
		# batch each face
		self._batch_node(self._tree, frustum)
		pack_batch_end(self, body)
		#if self._option & MODEL_CELL_SHADING:
		#  renderer_batch(renderer.secondpass, mesh, inst, renderer.data.nb)
		#  mesh_batch_outline(mesh, inst, frustum)
		
	cdef void _batch_node(self, Node* node, Frustum* frustum):
		cdef int i
		if sphere_in_frustum(frustum, node.sphere) == 1: # frustum test
			for i from 0 <= i < node.nb_faces:    self._batch_face(self._faces + node.faces[i])
			for i from 0 <= i < node.nb_children: self._batch_node(node.children[i], frustum)
		
	cdef void _render(self, _Body instance):
		cdef Pack*      pack
		cdef ModelFace* face
		
		model_option_activate(self._option)
		
		pack = <Pack*> chunk_get_ptr(renderer.data)
		while pack:
			(<_Material> (pack.material_id))._activate()
			face_option_activate(pack.option)

			face = <ModelFace*> chunk_get_ptr(renderer.data)
			if   pack.option & FACE_TRIANGLE:
				glBegin(GL_TRIANGLES)
				while face:
					self._render_triangle(face)
					face = <ModelFace*> chunk_get_ptr(renderer.data)

			elif pack.option & FACE_QUAD:
				glBegin(GL_QUADS)
				while face:
					self._render_quad(face)
					face = <ModelFace*> chunk_get_ptr(renderer.data)

			glEnd()
			face_option_inactivate(pack.option)
			pack = <Pack*> chunk_get_ptr(renderer.data)
				
		model_option_inactivate(self._option)
		
	cdef void _raypick(self, RaypickData data, CoordSyst parent):
		cdef float* raydata
		raydata = parent._raypick_data(data)
		self._node_raypick(self._tree, raydata, data, parent)
		
	cdef int _raypick_b(self, RaypickData data, CoordSyst parent):
		cdef float* raydata
		raydata = parent._raypick_data(data)
		return self._node_raypick_b(self._tree, raydata, data)
		
	cdef void _node_raypick(self, Node* node, float* raydata, RaypickData data, CoordSyst parent):
		cdef int i
		if sphere_raypick(raydata, node.sphere) == 1:
			for i from 0 <= i < node.nb_faces:    self._face_raypick(self._faces + node.faces[i], raydata, data, parent)
			for i from 0 <= i < node.nb_children: self._node_raypick(node.children[i], raydata, data, parent)
			
	cdef int _node_raypick_b(self, Node* node, float* raydata, RaypickData data):
		cdef int i
		if sphere_raypick(raydata, node.sphere) == 1:
			for i from 0 <= i < node.nb_faces:
				if self._face_raypick_b(self._faces + node.faces[i], raydata, data): return 1
			for i from 0 <= i < node.nb_children:
				if self._node_raypick_b(node.children[i], raydata, data): return 1
		return 0

	cdef void _collect_raypickables(self, Chunk* items, float* rsphere, float* sphere, CoordSyst parent):
		chunk_add_ptr(items, <void*> self)
		chunk_add_ptr(items, <void*> parent)
		node_collect_raypickables(self._tree, items, sphere)
		chunk_add_int(items, -1)
		
	cdef void _raypick_from_context(self, RaypickData data, Chunk* items):
		cdef float*     raydata
		cdef int        face_index
		cdef CoordSyst  parent
		parent  = <CoordSyst> chunk_get_ptr(items)
		raydata = parent._raypick_data(data)
		face_index = chunk_get_int(items)
		while face_index != -1:
			self._face_raypick(self._faces + face_index, raydata, data, parent)
			face_index = chunk_get_int(items)
			
	cdef int _raypick_from_context_b(self, RaypickData data, Chunk* items):
		cdef float*     raydata
		cdef int        face_index
		cdef CoordSyst  parent
		parent  = <CoordSyst> chunk_get_ptr(items)
		raydata = parent._raypick_data(data)
		face_index = chunk_get_int(items)
		while face_index != -1:
			if self._face_raypick_b(self._faces + face_index, raydata, data): return 1
			face_index = chunk_get_int(items)
		return 0