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https://github.com/overte-org/overte.git
synced 2025-04-21 19:04:32 +02:00
Cleaning up of the octree as items are removed
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parent
b1b08bf2f7
commit
c96dd7f131
3 changed files with 124 additions and 55 deletions
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@ -95,7 +95,7 @@ Octree::Indices Octree::indexConcreteCellPath(const Locations& path) const {
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for (int l = 1; l < path.size(); l++) {
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auto& location = path[l];
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auto nextIndex = getConcreteCell(currentIndex).child(location.octant());
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if (nextIndex == INVALID) {
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if (nextIndex == INVALID_CELL) {
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break;
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}
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@ -110,7 +110,7 @@ Octree::Indices Octree::indexConcreteCellPath(const Locations& path) const {
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Octree::Index Octree::allocateCell(Index parent, const Location& location) {
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if (_cells[parent].hasChild(location.octant())) {
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assert(_cells[parent].child(location.octant()) == INVALID);
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assert(_cells[parent].child(location.octant()) == INVALID_CELL);
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return _cells[parent].child(location.octant());
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}
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@ -119,6 +119,10 @@ Octree::Index Octree::allocateCell(Index parent, const Location& location) {
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Index newIndex;
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if (_freeCells.empty()) {
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newIndex = (Index)_cells.size();
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if (newIndex >= MAXIMUM_INDEX) {
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// abort! we are trying to go overboard with the total number of allocated bricks
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return INVALID_CELL;
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}
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_cells.push_back(Cell(parent, location));
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} else {
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newIndex = _freeCells.back();
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@ -139,15 +143,21 @@ void Octree::freeCell(Index index) {
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}
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}
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void Octree::clearCell(Index index) {
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void Octree::cleanCellBranch(Index index) {
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auto& cell = editCell(index);
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// Free the brick
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if (cell.hasBrick()) {
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freeBrick(cell.brick());
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cell.setBrick(INVALID);
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if (cell.isBrickEmpty()) {
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if (cell.hasBrick()) {
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freeBrick(cell.brick());
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cell.setBrick(INVALID_CELL);
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}
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} else {
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// If the brick is still filled, stop clearing
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return;
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}
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// Free the cell ?
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Index parentIdx = cell.parent();
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if (!cell.hasParent()) {
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@ -155,7 +165,7 @@ void Octree::clearCell(Index index) {
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// Stop here, this is the root cell!
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return;
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} else {
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// THis is not expected
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// This is not expected
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assert(false);
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return;
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}
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@ -163,13 +173,13 @@ void Octree::clearCell(Index index) {
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bool traverseParent = false;
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if (!cell.hasChildren()) {
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editCell(parentIdx).setChild(cell.getlocation().octant(), INVALID);
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editCell(parentIdx).setChild(cell.getlocation().octant(), INVALID_CELL);
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freeCell(index);
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traverseParent = true;
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}
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if (traverseParent) {
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clearCell(parentIdx);
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cleanCellBranch(parentIdx);
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}
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}
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@ -189,15 +199,28 @@ Octree::Indices Octree::indexCellPath(const Locations& path) {
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// One more cell index on the path, moving on
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currentIndex = newIndex;
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cellPath.push_back(currentIndex);
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// Except !!! if we actually couldn't allocate anymore
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if (newIndex == INVALID_CELL) {
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// no more cellID available, stop allocating
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// THe last index added is INVALID_CELL so the caller will know we failed allocating everything
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break;
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}
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}
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return cellPath;
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}
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Octree::Index Octree::allocateBrick() {
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if (_freeBricks.empty()) {
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Index brickIdx = (int)_bricks.size();
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if (brickIdx >= MAXIMUM_INDEX) {
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// abort! we are trying to go overboard with the total number of allocated bricks
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assert(false);
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// This should never happen because Bricks are allocated along with the cells and there
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// is already a cap on the cells allocation
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return INVALID_CELL;
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}
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_bricks.push_back(Brick());
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return brickIdx;
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} else {
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@ -208,7 +231,7 @@ Octree::Index Octree::allocateBrick() {
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}
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void Octree::freeBrick(Index index) {
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if (checkCellIndex(index)) {
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if (checkBrickIndex(index)) {
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auto & brick = _bricks[index];
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// brick.free();
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_freeBricks.push_back(index);
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@ -218,18 +241,25 @@ void Octree::freeBrick(Index index) {
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Octree::Index Octree::accessCellBrick(Index cellID, const CellBrickAccessor& accessor, bool createBrick) {
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assert(checkCellIndex(cellID));
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auto& cell = editCell(cellID);
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// Allocate a brick if needed
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if (!cell.hasBrick()) {
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if (!createBrick) {
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return INVALID;
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return INVALID_CELL;
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}
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cell.setBrick(allocateBrick());
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auto newBrick = allocateBrick();
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if (newBrick == INVALID_CELL) {
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// This should never happen but just in case...
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return INVALID_CELL;
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}
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cell.setBrick(newBrick);
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}
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// access the brick
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// Access the brick
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auto brickID = cell.brick();
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auto& brick = _bricks[brickID];
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// execute the accessor
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// Execute the accessor
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accessor(cell, brick, brickID);
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return brickID;
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@ -255,13 +285,17 @@ ItemSpatialTree::Index ItemSpatialTree::insertItem(Index cellIdx, const ItemKey&
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itemIn.push_back(item);
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cell.signalBrickFilled();
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cell.setBrickFilled();
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}, true);
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return cellIdx;
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}
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bool ItemSpatialTree::updateItem(Index cellIdx, const ItemKey& oldKey, const ItemKey& key, const ItemID& item) {
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// In case we missed that one, nothing to do
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if (cellIdx == INVALID_CELL) {
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return true;
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}
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auto success = false;
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// only if key changed
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@ -280,6 +314,10 @@ bool ItemSpatialTree::updateItem(Index cellIdx, const ItemKey& oldKey, const Ite
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}
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bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID& item) {
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// In case we missed that one, nothing to do
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if (cellIdx == INVALID_CELL) {
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return true;
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}
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auto success = false;
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// Remove the item from the brick
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@ -290,15 +328,15 @@ bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID
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itemList.erase(std::find(itemList.begin(), itemList.end(), item));
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if (brick.items.empty() && brick.subcellItems.empty()) {
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cell.signalBrickEmpty();
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cell.setBrickEmpty();
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emptyCell = true;
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}
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success = true;
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}, false); // do not create brick!
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// Because we know the cell is now empty, lets try to clean the octree here
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if (emptyCell) {
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clearCell(cellIdx);
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cleanCellBranch(cellIdx);
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}
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return success;
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@ -323,8 +361,16 @@ ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey&
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auto newCell = indexCell(location);
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// Did we fail finding a cell for the item?
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if (newCell == INVALID_CELL) {
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// Remove the item where it was
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if (oldCell != INVALID_CELL) {
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removeItem(oldCell, oldKey, item);
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}
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return newCell;
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}
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// Staying in the same cell
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if (newCell == oldCell) {
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else if (newCell == oldCell) {
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// Did the key changed, if yes update
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if (newKey._flags != oldKey._flags) {
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updateItem(newCell, oldKey, newKey, item);
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@ -333,7 +379,7 @@ ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey&
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return newCell;
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}
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// do we know about this item ?
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else if (oldCell == Item::INVALID_CELL) {
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else if (oldCell == INVALID_CELL) {
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insertItem(newCell, newKey, item);
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return newCell;
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}
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@ -449,7 +495,7 @@ int Octree::selectTraverse(Index cellID, CellSelection& selection, const Frustum
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// then traverse deeper
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for (int i = 0; i < NUM_OCTANTS; i++) {
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Index subCellID = cell.child((Link)i);
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if (subCellID != INVALID) {
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if (subCellID != INVALID_CELL) {
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selectTraverse(subCellID, selection, selector);
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}
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}
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@ -476,7 +522,7 @@ int Octree::selectBranch(Index cellID, CellSelection& selection, const FrustumS
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// then traverse deeper
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for (int i = 0; i < NUM_OCTANTS; i++) {
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Index subCellID = cell.child((Link)i);
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if (subCellID != INVALID) {
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if (subCellID != INVALID_CELL) {
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selectBranch(subCellID, selection, selector);
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}
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}
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@ -17,6 +17,7 @@
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#include <cassert>
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#include <array>
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#include <functional>
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#include <limits>
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#include <glm/glm.hpp>
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#include <glm/gtx/bit.hpp>
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#include <AABox.h>
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@ -165,23 +166,66 @@ namespace render {
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// Cell or Brick Indexing
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using Index = ItemCell; // int32_t
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static const Index INVALID = -1;
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static const Index INVALID_CELL = -1;
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static const Index ROOT_CELL = 0;
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// With a maximum of INT_MAX(2 ^ 31) cells in our octree
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static const Index MAXIMUM_INDEX = INT_MAX; // For fun, test setting this to 100 and this should still works with only the allocated maximum number of cells
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using Indices = std::vector<Index>;
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// the cell description
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class Cell {
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public:
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void free() { _location = Location(); for (auto& link : _links) { link = INVALID; } }
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enum BitFlags : uint8_t {
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HasChildren = 0x01,
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BrickFilled = 0x02,
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};
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void free() { _location = Location(); for (auto& link : _links) { link = INVALID_CELL; } }
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const Location& getlocation() const { return _location; }
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Index parent() const { return _links[Parent]; }
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bool hasParent() const { return parent() != INVALID; }
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bool hasParent() const { return parent() != INVALID_CELL; }
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Index child(Link octant) const { return _links[octant]; }
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bool hasChild(Link octant) const { return child(octant) != INVALID; }
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bool hasChildren() const {
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bool hasChild(Link octant) const { return child(octant) != INVALID_CELL; }
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bool hasChildren() const { return (_location.spare & HasChildren); }
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void setChild(Link octant, Index child) {
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_links[octant] = child;
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if (child != INVALID_CELL) {
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_location.spare |= HasChildren;
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} else {
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if (!checkHasChildren()) {
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_location.spare &= ~HasChildren;
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}
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}
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}
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Index brick() const { return _links[BrickLink]; }
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bool hasBrick() const { return _links[BrickLink] != INVALID_CELL; }
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void setBrick(Index brick) { _links[BrickLink] = brick; }
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void setBrickFilled() { _location.spare |= BrickFilled; }
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void setBrickEmpty() { _location.spare &= ~BrickFilled; }
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bool isBrickEmpty() const { return !(_location.spare & BrickFilled); }
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Cell() :
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_links({ { INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL } })
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{}
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Cell(Index parent, Location loc) :
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_location(loc),
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_links({ { INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, parent, INVALID_CELL } })
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{}
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private:
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std::array<Index, NUM_LINKS> _links;
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Location _location;
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bool checkHasChildren() const {
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for (LinkStorage octant = Octant_L_B_N; octant < NUM_OCTANTS; octant++) {
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if (hasChild((Link)octant)) {
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return true;
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@ -189,42 +233,21 @@ namespace render {
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}
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return false;
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}
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void setChild(Link octant, Index child) { _links[octant] = child; }
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Index brick() const { return _links[BrickLink]; }
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bool hasBrick() const { return _links[BrickLink] != INVALID; }
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void setBrick(Index brick) { _links[BrickLink] = brick; }
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void signalBrickFilled() { _location.spare = 1; }
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void signalBrickEmpty() { _location.spare = 0; }
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bool isBrickEmpty() const { return _location.spare == 0; }
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Cell() :
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_links({ { INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID } })
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{}
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Cell(Index parent, Location loc) :
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_location(loc),
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_links({ { INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, parent, INVALID } })
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{}
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private:
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std::array<Index, NUM_LINKS> _links;
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Location _location;
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};
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using Cells = std::vector< Cell >;
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using Bricks = std::vector< Brick >;
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bool checkCellIndex(Index index) const { return (index >= 0) && (index < _cells.size()); }
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bool checkBrickIndex(Index index) const { return (index >= 0) && (index < _bricks.size()); }
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bool checkBrickIndex(Index index) const { return ((index >= 0) && (index < _bricks.size())); }
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Octree() {};
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// Clear a cell:
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// Check that the cell brick is empty, if so free it
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// CHeck that the cell has no children, if so free itself
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// Clean a cell branch starting from the leave:
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// Check that the cell brick is empty, if so free it else stop
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// Check that the cell has no children, if so free itself else stop
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// Apply the same logic to the parent cell
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void clearCell(Index index);
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void cleanCellBranch(Index index);
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// Indexing/Allocating the cells as the tree gets populated
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// Return the cell Index/Indices at the specified location/path, allocate all the cells on the path from the root if needed
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@ -63,5 +63,5 @@ void main(void) {
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
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varColor = vec4(colorWheel(fract(float(inCellLocation.w) / 5.0)), 0.5 + 0.4 * cellIsEmpty);
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varColor = vec4(colorWheel(fract(float(inCellLocation.w) / 5.0)), 0.8 + 0.2 * cellIsEmpty);
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}
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