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/*
* EmbreeManager.cpp
*
* Created on: May 18, 2018
* Author: swenzel
*/
#include "VecGeom/management/EmbreeManager.h"
#include "VecGeom/volumes/LogicalVolume.h"
#include "VecGeom/volumes/PlacedVolume.h"
#include "VecGeom/management/GeoManager.h"
#include "VecGeom/management/ABBoxManager.h"
#include "VecGeom/volumes/PlacedVolume.h"
#include "VecGeom/base/Stopwatch.h"
#include <embree3/rtcore.h>
namespace vecgeom {
inline namespace VECGEOM_IMPL_NAMESPACE {
double g_step;
LogicalVolume const *g_lvol;
VPlacedVolume const *g_pvol;
VPlacedVolume const *g_lastexited;
Vector3D<double> const *g_pos;
Vector3D<double> const *g_dir;
Vector3D<float> const *g_normals;
int g_count;
// bool* g_geomIDs;
std::vector<int> *g_geomIDs = new std::vector<int>;
EmbreeManager::BoxIdDistancePair_t *g_hitlist;
void EmbreeManager::InitStructure(LogicalVolume const *lvol)
{
auto numregisteredlvols = GeoManager::Instance().GetRegisteredVolumesCount();
if (fStructureHolder.size() != numregisteredlvols) {
fStructureHolder.resize(numregisteredlvols, nullptr);
}
if (fStructureHolder[lvol->id()] != nullptr) {
RemoveStructure(lvol);
}
BuildStructure(lvol);
}
void EmbreeManager::BuildStructure(LogicalVolume const *vol)
{
// for a logical volume we are referring to the functions that builds everything giving just bounding
// boxes
int nDaughters{0};
if (fBuildMode == EmbreeBuildMode::kAABBox) {
// get the boxes (and number of boxes), must be called before the BuildStructure
// function call since otherwise nDaughters is not guaranteed to be initialized
auto boxes = ABBoxManager::Instance().GetABBoxes(vol, nDaughters);
auto structure = BuildStructureFromBoundingBoxes(boxes, nDaughters);
fStructureHolder[vol->id()] = structure;
assert((int)vol->GetDaughters().size() == nDaughters);
} else if (fBuildMode == EmbreeBuildMode::kBBox) {
auto structure = BuildStructureFromBoundingBoxes(vol);
fStructureHolder[vol->id()] = structure;
}
}
EmbreeManager::EmbreeAccelerationStructure *EmbreeManager::BuildStructureFromBoundingBoxes(
LogicalVolume const *lvol) const
{
Stopwatch timer;
timer.Start();
auto device = rtcNewDevice(""); // --> could be a global device??
auto scene = rtcNewScene(device);
rtcSetSceneFlags(scene, RTC_SCENE_FLAG_CONTEXT_FILTER_FUNCTION);
rtcSetSceneBuildQuality(scene, RTC_BUILD_QUALITY_HIGH);
const auto daughters = lvol->GetDaughtersp();
const auto numberofdaughters = daughters->size();
auto structure = new EmbreeManager::EmbreeAccelerationStructure();
structure->fDevice = device;
structure->fScene = scene;
structure->fNormals = new Vector3D<float>[numberofdaughters * 6];
structure->fNumberObjects = numberofdaughters;
for (size_t d = 0; d < numberofdaughters; ++d) {
const auto pvol = daughters->operator[](d);
// add each box as different geometry to the scene (will be able to obtain the geometryID and hence the object id)
AddArbitraryBBoxToScene(*structure, pvol, fBuildMode);
}
// commit the scene
rtcCommitScene(scene);
auto elapsed = timer.Stop();
std::cout << "EMBREE SETUP TOOK " << elapsed << "s \n";
return structure;
}
EmbreeManager::EmbreeAccelerationStructure *EmbreeManager::BuildStructureFromBoundingBoxes(
ABBoxManager::ABBoxContainer_t abboxes, size_t numberofdaughters) const
{
Stopwatch timer;
timer.Start();
// init (device) + scene
// make the scene
auto device = rtcNewDevice("VecGeomDevice"); // --> could be a global device??
auto scene = rtcNewScene(device);
rtcSetSceneFlags(scene, RTC_SCENE_FLAG_CONTEXT_FILTER_FUNCTION);
rtcSetSceneBuildQuality(scene, RTC_BUILD_QUALITY_HIGH);
auto structure = new EmbreeManager::EmbreeAccelerationStructure();
structure->fDevice = device;
structure->fScene = scene;
structure->fNormals = new Vector3D<float>[numberofdaughters * 6];
structure->fNumberObjects = numberofdaughters;
for (size_t d = 0; d < numberofdaughters; ++d) {
auto lower = abboxes[2 * d];
auto upper = abboxes[2 * d + 1];
// add each box as different geometry to the scene (will be able to obtain the geometryID and hence the object id)
AddBoxGeometryToScene(*structure, lower, upper);
}
// commit the scene
rtcCommitScene(scene);
auto elapsed = timer.Stop();
std::cout << "EMBREE SETUP TOOK " << elapsed << "s \n";
return structure;
}
void EmbreeManager::RemoveStructure(LogicalVolume const *lvol)
{
// FIXME: take care of memory deletion within acceleration structure
if (fStructureHolder[lvol->id()]) delete fStructureHolder[lvol->id()];
}
// it does not have to be a box? could by any polygonal hull
void EmbreeManager::AddArbitraryBBoxToScene(EmbreeAccelerationStructure &structure, VPlacedVolume const *pvol,
EmbreeBuildMode mode) const
{
if (!pvol) {
return;
}
const auto transf = pvol->GetTransformation();
const auto unplaced = pvol->GetLogicalVolume()->GetUnplacedVolume();
// calc extend
Vector3D<double> lower;
Vector3D<double> upper;
unplaced->Extent(lower, upper);
if (mode == EmbreeBuildMode::kAABBox) {
AddBoxGeometryToScene(structure, lower, upper);
} else {
AddBoxGeometryToScene(structure, lower, upper, *transf);
}
}
#ifdef USETRIANGLES
void EmbreeManager::AddBoxGeometryToScene(EmbreeAccelerationStructure &structure,
Vector3D<Precision> const &lower_local,
Vector3D<Precision> const &upper_local, Transformation3D const &transf) const
{
auto embreeDevice = structure.fDevice;
auto embreeScene = structure.fScene;
// 6 --- 7
// /| /|
// 2--4--3 5 y z
// | / | / | /
// 0 --- 1 ---> x | /
// lower_local is 0
// upper_local is 7
// the normals are supposed to face outwards!
// calculate the individual corners
const auto dx = Vector3D<Precision>(upper_local.x() - lower_local.x(), 0, 0);
const auto dy = Vector3D<Precision>(0, upper_local.y() - lower_local.y(), 0);
const auto dz = Vector3D<Precision>(0, 0, upper_local.z() - lower_local.z());
const auto c0 = transf.InverseTransform(lower_local);
const auto c1 = transf.InverseTransform(lower_local + dx);
const auto c2 = transf.InverseTransform(lower_local + dy);
const auto c3 = transf.InverseTransform(lower_local + dx + dy);
const auto c4 = transf.InverseTransform(lower_local + dz);
const auto c5 = transf.InverseTransform(lower_local + dz + dx);
const auto c6 = transf.InverseTransform(lower_local + dz + dy);
const auto c7 = transf.InverseTransform(upper_local);
/* create a triangulated cube with 12 triangles and 8 vertices */
unsigned int meshID;
RTCGeometry geom_0 = rtcNewGeometry(embreeDevice, RTC_GEOMETRY_TYPE_TRIANGLE);
rtcSetGeometryBuildQuality(geom_0, RTC_BUILD_QUALITY_HIGH);
rtcSetGeometryTimeStepCount(geom_0, 1);
meshID = rtcAttachGeometry(embreeScene, geom_0);
// to get vertices in the frame of the scene:
const auto lower = transf.InverseTransform(lower_local);
const auto upper = transf.InverseTransform(upper_local);
struct Vertex {
float x, y, z, r;
};
struct Triangle {
int v0, v1, v2;
};
//
/* set vertices and vertex colors */
Vertex *vertices =
(Vertex *)rtcSetNewGeometryBuffer(geom_0, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, 4 * sizeof(float), 8);
vertices[0].x = c0.x();
vertices[0].y = c0.y();
vertices[0].z = c0.z();
vertices[1].x = c1.x();
vertices[1].y = c1.y();
vertices[1].z = c1.z();
vertices[2].x = c2.x();
vertices[2].y = c2.y();
vertices[2].z = c2.z();
vertices[3].x = c3.x();
vertices[3].y = c3.y();
vertices[3].z = c3.z();
vertices[4].x = c4.x();
vertices[4].y = c4.y();
vertices[4].z = c4.z();
vertices[5].x = c5.x();
vertices[5].y = c5.y();
vertices[5].z = c5.z();
vertices[6].x = c6.x();
vertices[6].y = c6.y();
vertices[6].z = c6.z();
vertices[7].x = c7.x();
vertices[7].y = c7.y();
vertices[7].z = c7.z();
// /* set triangles and face colors */
int tri = 0;
Triangle *triangles =
(Triangle *)rtcSetNewGeometryBuffer(geom_0, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT3, 3 * sizeof(int), 12);
// build up triangles by using indices to vertices
// 6 --- 7
// /| /|
// 2--4--3 5 y z
// | / | / | /
// 0 --- 1 ---> x | /
// lower_local is 0
// upper_local is 7
// "front" side
triangles[tri].v0 = 0;
triangles[tri].v1 = 2;
triangles[tri].v2 = 1;
tri++;
triangles[tri].v0 = 1;
triangles[tri].v1 = 2;
triangles[tri].v2 = 3;
tri++;
// "back" side
triangles[tri].v0 = 5;
triangles[tri].v1 = 7;
triangles[tri].v2 = 6;
tri++;
triangles[tri].v0 = 4;
triangles[tri].v1 = 5;
triangles[tri].v2 = 6;
tri++;
// "left" side
triangles[tri].v0 = 0;
triangles[tri].v1 = 4;
triangles[tri].v2 = 2;
tri++;
triangles[tri].v0 = 2;
triangles[tri].v1 = 4;
triangles[tri].v2 = 6;
tri++;
// "right" side
triangles[tri].v0 = 1;
triangles[tri].v1 = 3;
triangles[tri].v2 = 5;
tri++;
triangles[tri].v0 = 3;
triangles[tri].v1 = 7;
triangles[tri].v2 = 5;
tri++;
// "top" side
triangles[tri].v0 = 3;
triangles[tri].v1 = 2;
triangles[tri].v2 = 6;
tri++;
triangles[tri].v0 = 3;
triangles[tri].v1 = 6;
triangles[tri].v2 = 7;
tri++;
// "bottom" side
triangles[tri].v0 = 0;
triangles[tri].v1 = 1;
triangles[tri].v2 = 5;
tri++;
triangles[tri].v0 = 0;
triangles[tri].v1 = 5;
triangles[tri].v2 = 4;
tri++;
// calculate normals to detect on which side of triangle we are
auto calcNormal = [triangles, vertices](int i) {
const auto &vertex0 = vertices[triangles[i].v0];
Vector3D<float> p0(vertex0.x, vertex0.y, vertex0.z);
const auto &vertex1 = vertices[triangles[i].v1];
Vector3D<float> p1(vertex1.x, vertex1.y, vertex1.z);
const auto &vertex2 = vertices[triangles[i].v2];
Vector3D<float> p2(vertex2.x, vertex2.y, vertex2.z);
// the normal is (p1 - p0) x (p2 - p0);
Vector3D<float> n = (p1 - p0).Cross(p2 - p0).Normalized().FixZeroes();
return n;
};
// show all normals
// std::cerr << "-----\n";
for (int i = 0; i < 12; ++i) {
// std::cerr << "normal " << i << " " << calcNormal(i) << "\n";
structure.fNormals[meshID * 12 + i] = calcNormal(i);
assert(structure.fNormals[meshID * 12 + i].Mag2() > 0.);
}
rtcCommitGeometry(geom_0);
rtcReleaseGeometry(geom_0);
}
#endif
#define USEQUADS 1
#ifdef USEQUADS
void EmbreeManager::AddBoxGeometryToScene(EmbreeAccelerationStructure &structure,
Vector3D<Precision> const &lower_local,
Vector3D<Precision> const &upper_local, Transformation3D const &transf) const
{
auto embreeDevice = structure.fDevice;
auto embreeScene = structure.fScene;
// 6 --- 7
// /| /|
// 2--4--3 5 y z
// | / | / | /
// 0 --- 1 ---> x | /
// lower_local is 0
// upper_local is 7
// the normals are supposed to face outwards!
// calculate the individual corners
const auto dx = Vector3D<Precision>(upper_local.x() - lower_local.x(), 0, 0);
const auto dy = Vector3D<Precision>(0, upper_local.y() - lower_local.y(), 0);
const auto dz = Vector3D<Precision>(0, 0, upper_local.z() - lower_local.z());
const auto c0 = transf.InverseTransform(lower_local);
const auto c1 = transf.InverseTransform(lower_local + dx);
const auto c2 = transf.InverseTransform(lower_local + dy);
const auto c3 = transf.InverseTransform(lower_local + dx + dy);
const auto c4 = transf.InverseTransform(lower_local + dz);
const auto c5 = transf.InverseTransform(lower_local + dz + dx);
const auto c6 = transf.InverseTransform(lower_local + dz + dy);
const auto c7 = transf.InverseTransform(upper_local);
/* create a triangulated cube with 12 triangles and 8 vertices */
unsigned int meshID;
RTCGeometry geom_0 = rtcNewGeometry(embreeDevice, RTC_GEOMETRY_TYPE_QUAD);
rtcSetGeometryBuildQuality(geom_0, RTC_BUILD_QUALITY_HIGH);
rtcSetGeometryTimeStepCount(geom_0, 1);
meshID = rtcAttachGeometry(embreeScene, geom_0);
// to get vertices in the frame of the scene:
const auto lower = transf.InverseTransform(lower_local);
const auto upper = transf.InverseTransform(upper_local);
struct Vertex {
float x, y, z, r;
};
struct Triangle {
int v0, v1, v2;
};
struct Quad {
int v0, v1, v2, v3;
};
//
/* set vertices and vertex colors */
Vertex *vertices =
(Vertex *)rtcSetNewGeometryBuffer(geom_0, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, 4 * sizeof(float), 8);
vertices[0].x = c0.x();
vertices[0].y = c0.y();
vertices[0].z = c0.z();
vertices[1].x = c1.x();
vertices[1].y = c1.y();
vertices[1].z = c1.z();
vertices[2].x = c2.x();
vertices[2].y = c2.y();
vertices[2].z = c2.z();
vertices[3].x = c3.x();
vertices[3].y = c3.y();
vertices[3].z = c3.z();
vertices[4].x = c4.x();
vertices[4].y = c4.y();
vertices[4].z = c4.z();
vertices[5].x = c5.x();
vertices[5].y = c5.y();
vertices[5].z = c5.z();
vertices[6].x = c6.x();
vertices[6].y = c6.y();
vertices[6].z = c6.z();
vertices[7].x = c7.x();
vertices[7].y = c7.y();
vertices[7].z = c7.z();
// /* set quads and face colors */
int tri = 0;
Quad *quads = (Quad *)rtcSetNewGeometryBuffer(geom_0, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT4, 4 * sizeof(int), 6);
// build up quads by using indices to vertices
// 6 --- 7
// /| /|
// 2--4--3 5 y z
// | / | / | /
// 0 --- 1 ---> x | /
// lower_local is 0
// upper_local is 7
// "front" side
quads[tri].v0 = 0;
quads[tri].v1 = 2;
quads[tri].v2 = 3;
quads[tri].v3 = 1;
tri++;
// "back" side
quads[tri].v0 = 5;
quads[tri].v1 = 7;
quads[tri].v2 = 6;
quads[tri].v3 = 4;
tri++;
// "left" side
quads[tri].v0 = 0;
quads[tri].v1 = 4;
quads[tri].v2 = 6;
quads[tri].v3 = 2;
tri++;
// "right" side
quads[tri].v0 = 1;
quads[tri].v1 = 3;
quads[tri].v2 = 7;
quads[tri].v3 = 5;
tri++;
// "top" side
quads[tri].v0 = 3;
quads[tri].v1 = 2;
quads[tri].v2 = 6;
quads[tri].v3 = 7;
tri++;
// "bottom" side
quads[tri].v0 = 0;
quads[tri].v1 = 1;
quads[tri].v2 = 5;
quads[tri].v3 = 4;
// calculate normals to detect on which side of triangle we are
auto calcNormal = [quads, vertices](int i) {
const auto &vertex0 = vertices[quads[i].v0];
Vector3D<float> p0(vertex0.x, vertex0.y, vertex0.z);
const auto &vertex1 = vertices[quads[i].v1];
Vector3D<float> p1(vertex1.x, vertex1.y, vertex1.z);
const auto &vertex2 = vertices[quads[i].v2];
Vector3D<float> p2(vertex2.x, vertex2.y, vertex2.z);
// the normal is (p1 - p0) x (p2 - p0);
Vector3D<float> n = (p1 - p0).Cross(p2 - p0).Normalized().FixZeroes();
return n;
};
// show all normals
// std::cerr << "-----\n";
for (int i = 0; i < 6; ++i) {
// std::cerr << "normal " << i << " " << calcNormal(i) << "\n";
structure.fNormals[meshID * 6 + i] = calcNormal(i);
assert(structure.fNormals[meshID * 6 + i].Mag2() > 0.);
}
rtcCommitGeometry(geom_0);
rtcReleaseGeometry(geom_0);
}
#endif
} // namespace VECGEOM_IMPL_NAMESPACE
} // namespace vecgeom
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