#pragma once /**************************************************************************** Copyright (c) 2007, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "util/fixedarray.h" #include "math/bbox.h" #include "math/float4.h" namespace Util { //------------------------------------------------------------------------------ template class QuadTree { public: class Node; /// constructor QuadTree(); /// destructor ~QuadTree(); /// initialize quad tree void Setup(const Math::bbox& box, uchar depth); /// get the top level bounding box const Math::bbox& GetBoundingBox() const; /// get the tree depth uchar GetDepth() const; /// compute number of nodes in a level, including its children SizeT GetNumNodes(uchar level) const; /// compute linear chunk index from level, col and row IndexT GetNodeIndex(uchar level, ushort col, ushort row) const; /// get overall number of nodes in the tree SizeT GetNumNodesInTree() const; /// get pointer to node by index const Node& GetNodeByIndex(IndexT i) const; /// read/write access to node Node& NodeByIndex(IndexT i); /// recursively find the smallest child node which contains the bounding box Node* FindContainmentNode(const Math::bbox& box); /// node in quad tree class Node { public: /// constructor Node(); /// destructor ~Node(); /// recursively initialize the node void Setup(QuadTree* tree, uchar _level, ushort _col, ushort _row); /// get the node's level char Level() const; /// get the node's column ushort Column() const; /// get the node's row ushort Row() const; /// compute the node's bounding box const Math::bbox& GetBoundingBox() const; /// recursively find the smallest child node which contains the bounding box Node* FindContainmentNode(const Math::bbox& box); /// set data element associated with node void SetElement(const TYPE& elm); /// get data element const TYPE& GetElement() const; /// get child at index Node* GetChildAt(IndexT i); private: friend class QuadTree; Node* children[4]; char level; ushort col; ushort row; Math::bbox box; TYPE element; }; private: friend class Node; uchar treeDepth; Math::bbox boundingBox; // global bounding box Math::vector baseNodeSize; // base chunk bounding box Util::FixedArray nodeArray; }; //------------------------------------------------------------------------------ /** QuadTree constructor. */ template QuadTree::QuadTree() : treeDepth(0), baseNodeSize(0.0f, 0.0f, 0.0f) { // empty } //------------------------------------------------------------------------------ /** QuadTree destructor. */ template QuadTree::~QuadTree() { // empty } //------------------------------------------------------------------------------ /** Initialize the quad tree. */ template void QuadTree::Setup(const Math::bbox& box, uchar depth) { #if NEBULA3_BOUNDSCHECKS n_assert(depth > 0); #endif this->treeDepth = depth; this->boundingBox = box; int baseDimension = 1 << (this->treeDepth - 1); this->baseNodeSize.set(this->boundingBox.size().x() / baseDimension, this->boundingBox.size().y(), this->boundingBox.size().z() / baseDimension); SizeT numNodes = this->GetNumNodes(this->treeDepth); this->nodeArray.SetSize(numNodes); this->nodeArray[0].Setup(this, 0, 0, 0); // make sure all nodes have been initialized #if NEBULA3_BOUNDSCHECKS int i; int num = this->nodeArray.Size(); for (i = 0; i < num; i++) { n_assert(this->nodeArray[i].Level() >= 0); } #endif } //------------------------------------------------------------------------------ /** Returns depth of quad tree. */ template uchar QuadTree::GetDepth() const { return this->treeDepth; } //------------------------------------------------------------------------------ /** Returns top level bounding box of quad tree. */ template const Math::bbox& QuadTree::GetBoundingBox() const { return this->boundingBox; } //------------------------------------------------------------------------------ /** Computes number of nodes in a level, including its child nodes. */ template SizeT QuadTree::GetNumNodes(uchar level) const { return 0x55555555 & ((1 << level * 2) - 1); } //------------------------------------------------------------------------------ /** Returns the overall number of nodes in the tree for linear access. */ template SizeT QuadTree::GetNumNodesInTree() const { return this->nodeArray.Size(); } //------------------------------------------------------------------------------ /** Computes a linear chunk index for a chunk address consisting of level, col and row. */ template IndexT QuadTree::GetNodeIndex(uchar level, ushort col, ushort row) const { #if NEBULA3_BOUNDSCHECKS n_assert((col >= 0) && (col < (1 << level))); n_assert((row >= 0) && (row < (1 << level))); #endif return this->GetNumNodes(level) + (row << level) + col; } //------------------------------------------------------------------------------ /** Find the biggest quad tree which completely contains the provided bounding box. */ template typename QuadTree::Node* QuadTree::FindContainmentNode(const Math::bbox& checkBox) { return this->nodeArray[0].FindContainmentNode(checkBox); } //------------------------------------------------------------------------------ /** */ template QuadTree::Node::Node() : level(-1), col(0), row(0) { int i; for (i = 0; i < 4; i++) { this->children[i] = 0; } } //------------------------------------------------------------------------------ /** */ template QuadTree::Node::~Node() { // empty } //------------------------------------------------------------------------------ /** Recursively initialize a quad tree node. */ template void QuadTree::Node::Setup(QuadTree* tree, uchar _level, ushort _col, ushort _row) { #if NEBULA3_BOUNDSCHECKS n_assert(tree); n_assert(this->level == (char)-1); n_assert(_col < (1 << _level)); n_assert(_row < (1 << _level)); #endif // store address this->level = _level; this->col = _col; this->row = _row; // update my bounding box float levelFactor = float(1 << (tree->treeDepth - 1 - this->level)); static Math::vector center; static Math::vector extent; const Math::vector& baseSize = tree->baseNodeSize; const Math::bbox& treeBox = tree->boundingBox; Math::vector treeSize = treeBox.size(); Math::vector treeCenter = treeBox.center(); center.set(treeCenter.x() + (((this->col + 0.5f) * levelFactor * baseSize.x()) - (treeSize.x() * 0.5f)), treeCenter.y(), treeCenter.z() + (((this->row + 0.5f) * levelFactor * baseSize.z()) - (treeSize.z() * 0.5f))); extent.set(levelFactor * baseSize.x() * 0.5f, treeBox.extents().y(), levelFactor * baseSize.z() * 0.5f ); this->box.set(center, extent); // recurse into children uchar childLevel = this->level + 1; if (childLevel < tree->treeDepth) { ushort i; for (i = 0; i < 4; i++) { ushort childCol = 2 * this->col + (i & 1); ushort childRow = 2 * this->row + ((i & 2) >> 1); IndexT childIndex = tree->GetNodeIndex(childLevel, childCol, childRow); this->children[i] = &(tree->nodeArray[childIndex]); this->children[i]->Setup(tree, childLevel, childCol, childRow); } } } //------------------------------------------------------------------------------ /** This finds the smallest child node which completely contains the given bounding box. Calls itself recursively. */ template typename QuadTree::Node* QuadTree::Node::FindContainmentNode(const Math::bbox& checkBox) { if (this->box.contains(checkBox)) { // recurse into children if (this->children[0] != 0) { int i; for (i = 0; i < 4; i++) { Node* containNode = this->children[i]->FindContainmentNode(checkBox); if (containNode) { return containNode; } } } // not contained in children, but still contained in this return this; } else { // not contained in this, break recursion return 0; } } //------------------------------------------------------------------------------ /** */ template const typename QuadTree::Node& QuadTree::GetNodeByIndex(IndexT index) const { return this->nodeArray[index]; } //------------------------------------------------------------------------------ /** */ template typename QuadTree::Node& QuadTree::NodeByIndex(IndexT index) { return this->nodeArray[index]; } //------------------------------------------------------------------------------ /** */ template const Math::bbox& QuadTree::Node::GetBoundingBox() const { return this->box; } //------------------------------------------------------------------------------ /** */ template char QuadTree::Node::Level() const { return this->level; } //------------------------------------------------------------------------------ /** */ template ushort QuadTree::Node::Column() const { return this->col; } //------------------------------------------------------------------------------ /** */ template ushort QuadTree::Node::Row() const { return this->row; } //------------------------------------------------------------------------------ /** */ template void QuadTree::Node::SetElement(const TYPE& elm) { this->element = elm; } //------------------------------------------------------------------------------ /** */ template const TYPE& QuadTree::Node::GetElement() const { return this->element; } //------------------------------------------------------------------------------ /** */ template typename QuadTree::Node* QuadTree::Node::GetChildAt(IndexT i) { return this->children[i]; } } // namespace Util //------------------------------------------------------------------------------