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# -*- 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
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