6e8fbca745
match the genesis editor version 1.3.0.653.
251 lines
7.2 KiB
C++
251 lines
7.2 KiB
C++
/****************************************************************************
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Copyright (c) 2010,Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "vis/vissystems/visquadtree.h"
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#include "threading/thread.h"
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#include "jobs/jobdatadesc.h"
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#include "jobs/jobuniformdesc.h"
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namespace Vis
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{
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__ImplementClass(Vis::VisQuadtree, 'VIQT', Vis::VisSystemBase);
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using namespace Jobs;
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using namespace Util;
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using namespace Math;
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using namespace Threading;
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// job function declaration
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#if __PS3__
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extern "C" {
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extern const char _binary_jqjob_render_visquadtreejobfunc_ps3_bin_start[];
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extern const char _binary_jqjob_render_visquadtreejobfunc_ps3_bin_size[];
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}
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#else
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extern void VisCellJobFunc(const JobFuncContext& ctx);
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#endif
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//------------------------------------------------------------------------------
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/**
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*/
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VisQuadtree::VisQuadtree()
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: mNumCellsBuilt(0)
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, mQuadTreeDepth(0)
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, mNumEntity(0)
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{
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}
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//------------------------------------------------------------------------------
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/**
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*/
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VisQuadtree::~VisQuadtree()
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{
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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VisQuadtree::Open(IndexT orderIndex)
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{
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// this visibility system have to come first, before any other
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n_assert2(orderIndex == 0, "VisibilityQuadtree have to come first, before any other!");
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this->mQuadTree.Setup(this->mQuadTreeBox, this->mQuadTreeDepth);
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this->mNumCellsBuilt = 0;
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this->mRootCell = this->CreateQuadTreeCell(0, 0, 0, 0);
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VisSystemBase::Open(orderIndex);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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VisQuadtree::Close()
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{
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this->mRootCell->OnRemove();
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this->mRootCell = 0;
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mNumEntity = 0;
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mNumCellsBuilt = 0;
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mQuadTreeDepth = 0;
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VisSystemBase::Close();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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VisQuadtree::InsertVisEntity(const GPtr<VisEntity>& entityVis)
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{
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VisCell* cell = entityVis->GetCell( OrderIndex() );
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if ( cell )
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{
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n_warning("VisibilityQuadtree::InsertvisEntity: repeat add entity\n");
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return;
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}
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cell = this->mRootCell->InsertEntity(entityVis);
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n_assert( cell );
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entityVis->SetCell( cell, OrderIndex() );
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++mNumEntity;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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VisQuadtree::RemoveVisEntity(const GPtr<VisEntity>& entityVis)
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{
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VisCell* cell = entityVis->GetCell( OrderIndex() );
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if ( !cell )
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{
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n_warning("VisibilityQuadtree::RemovevisEntity: not find\n");
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return;
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}
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cell->RemoveEntity(entityVis);
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entityVis->SetCell( NULL, OrderIndex() );
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--mNumEntity;
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}
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//------------------------------------------------------------------------
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SizeT
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VisQuadtree::GetNumEntity()
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{
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return mNumEntity;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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VisQuadtree::UpdateVisEntity(const GPtr<VisEntity>& entityVis)
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{
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VisCell* oldCell = entityVis->GetCell( OrderIndex() );
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if ( !oldCell )
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{
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n_warning("VisibilityQuadtree::UpdatevisEntity: not find\n");
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return;
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}
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VisCell* newCell = oldCell->FindEntityContainmentCell(entityVis);
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if (oldCell != newCell)
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{
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oldCell->RemoveEntity(entityVis);
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newCell->AttachEntity(entityVis);
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entityVis->SetCell(newCell,OrderIndex() );
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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GPtr<VisCell>
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VisQuadtree::CreateQuadTreeCell(VisCell* parentCell, uchar curLevel, ushort curCol, ushort curRow)
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{
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// create a new cell
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GPtr<VisCell> cell = VisCell::Create();
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int nodeIndex = this->mQuadTree.GetNodeIndex(curLevel, curCol, curRow);
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const QuadTree<CellInfo>::Node& node = this->mQuadTree.GetNodeByIndex(nodeIndex);
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cell->SetBoundingBox(node.GetBoundingBox());
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this->mNumCellsBuilt++;
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// create child cells
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uchar childLevel = curLevel + 1;
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if (childLevel < this->mQuadTree.GetDepth())
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{
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ushort i;
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for (i = 0; i < 4; i++)
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{
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ushort childCol = 2 * curCol + (i & 1);
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ushort childRow = 2 * curRow + ((i & 2) >> 1);
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GPtr<VisCell> childCell = this->CreateQuadTreeCell(cell, childLevel, childCol, childRow);
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cell->AttachChildCell(childCell);
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}
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}
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return cell;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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VisQuadtree::OnRenderDebug()
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{
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// render boxes for cells
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float alpha = 0.2f / this->mQuadTreeDepth;
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float4 color(1, 1, 1, alpha);
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this->RenderCell(this->mRootCell, color);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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VisQuadtree::RenderCell(const GPtr<VisCell>& cell, const Math::float4& color)
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{
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}
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//------------------------------------------------------------------------------
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/**
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<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ϵͳ<EFBFBD>IJ<EFBFBD>ѯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>job<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƭ<EFBFBD><EFBFBD>ֻ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>߳<EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD>VisibilityQuadtree<EFBFBD>IJ<EFBFBD>ѯ<EFBFBD><EFBFBD>֤<EFBFBD><EFBFBD>ֻ<EFBFBD><EFBFBD><EFBFBD>ġ<EFBFBD>
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<EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD>в<EFBFBD>ѯ<EFBFBD><EFBFBD>û<EFBFBD><EFBFBD><EFBFBD>첽<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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*/
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GPtr<Jobs::Job>
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VisQuadtree::CreateVisJob(const GPtr<ObserverContext>& observer, Util::Array<GPtr<VisEntity> >& outEntitiyArray )
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{
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n_assert( observer.isvalid() );
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// create new job
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GPtr<Jobs::Job> visibilityJob = Jobs::Job::Create();
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#ifdef __WIN32__
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// input data for job
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// function
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JobFuncDesc jobFunction(VisCellJobFunc);
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// uniform data
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// JobUniformDesc<73><63><EFBFBD><EFBFBD> mRootCell<6C><6C>ָ<EFBFBD><D6B8>
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JobUniformDesc uniformData( mRootCell.get_unsafe(), sizeof(void*), 0 );
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// inputData<74><61><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>observer<65><72>ָ<EFBFBD>롣
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// todo: һ<><D2BB>observerһ<72><D2BB>job<6F><62><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD>һ<EFBFBD><D2BB>observerһ<72><D2BB>job Slice<63><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܡ<EFBFBD><DCA1><EFBFBD>Ҫʵ<D2AA><CAB5>
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JobDataDesc inputData(observer.get_unsafe(), sizeof(void*), sizeof(void*) );
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// outputData <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѯ<EFBFBD><D1AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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JobDataDesc outputData( &outEntitiyArray, sizeof(void*), sizeof(void*) );
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// setup job with data
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visibilityJob->Setup(uniformData, inputData, outputData, jobFunction);
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#else
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mRootCell->QueryVisibleEntities(observer, outEntitiyArray);
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#endif
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return visibilityJob;
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}
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} // namespace Vis
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