Cleaning up of the octree as items are removed

This commit is contained in:
samcake 2016-02-09 15:51:38 -08:00
parent b1b08bf2f7
commit c96dd7f131
3 changed files with 124 additions and 55 deletions

View file

@ -95,7 +95,7 @@ Octree::Indices Octree::indexConcreteCellPath(const Locations& path) const {
for (int l = 1; l < path.size(); l++) {
auto& location = path[l];
auto nextIndex = getConcreteCell(currentIndex).child(location.octant());
if (nextIndex == INVALID) {
if (nextIndex == INVALID_CELL) {
break;
}
@ -110,7 +110,7 @@ Octree::Indices Octree::indexConcreteCellPath(const Locations& path) const {
Octree::Index Octree::allocateCell(Index parent, const Location& location) {
if (_cells[parent].hasChild(location.octant())) {
assert(_cells[parent].child(location.octant()) == INVALID);
assert(_cells[parent].child(location.octant()) == INVALID_CELL);
return _cells[parent].child(location.octant());
}
@ -119,6 +119,10 @@ Octree::Index Octree::allocateCell(Index parent, const Location& location) {
Index newIndex;
if (_freeCells.empty()) {
newIndex = (Index)_cells.size();
if (newIndex >= MAXIMUM_INDEX) {
// abort! we are trying to go overboard with the total number of allocated bricks
return INVALID_CELL;
}
_cells.push_back(Cell(parent, location));
} else {
newIndex = _freeCells.back();
@ -139,15 +143,21 @@ void Octree::freeCell(Index index) {
}
}
void Octree::clearCell(Index index) {
void Octree::cleanCellBranch(Index index) {
auto& cell = editCell(index);
// Free the brick
if (cell.hasBrick()) {
freeBrick(cell.brick());
cell.setBrick(INVALID);
if (cell.isBrickEmpty()) {
if (cell.hasBrick()) {
freeBrick(cell.brick());
cell.setBrick(INVALID_CELL);
}
} else {
// If the brick is still filled, stop clearing
return;
}
// Free the cell ?
Index parentIdx = cell.parent();
if (!cell.hasParent()) {
@ -155,7 +165,7 @@ void Octree::clearCell(Index index) {
// Stop here, this is the root cell!
return;
} else {
// THis is not expected
// This is not expected
assert(false);
return;
}
@ -163,13 +173,13 @@ void Octree::clearCell(Index index) {
bool traverseParent = false;
if (!cell.hasChildren()) {
editCell(parentIdx).setChild(cell.getlocation().octant(), INVALID);
editCell(parentIdx).setChild(cell.getlocation().octant(), INVALID_CELL);
freeCell(index);
traverseParent = true;
}
if (traverseParent) {
clearCell(parentIdx);
cleanCellBranch(parentIdx);
}
}
@ -189,15 +199,28 @@ Octree::Indices Octree::indexCellPath(const Locations& path) {
// One more cell index on the path, moving on
currentIndex = newIndex;
cellPath.push_back(currentIndex);
// Except !!! if we actually couldn't allocate anymore
if (newIndex == INVALID_CELL) {
// no more cellID available, stop allocating
// THe last index added is INVALID_CELL so the caller will know we failed allocating everything
break;
}
}
return cellPath;
}
Octree::Index Octree::allocateBrick() {
if (_freeBricks.empty()) {
Index brickIdx = (int)_bricks.size();
if (brickIdx >= MAXIMUM_INDEX) {
// abort! we are trying to go overboard with the total number of allocated bricks
assert(false);
// This should never happen because Bricks are allocated along with the cells and there
// is already a cap on the cells allocation
return INVALID_CELL;
}
_bricks.push_back(Brick());
return brickIdx;
} else {
@ -208,7 +231,7 @@ Octree::Index Octree::allocateBrick() {
}
void Octree::freeBrick(Index index) {
if (checkCellIndex(index)) {
if (checkBrickIndex(index)) {
auto & brick = _bricks[index];
// brick.free();
_freeBricks.push_back(index);
@ -218,18 +241,25 @@ void Octree::freeBrick(Index index) {
Octree::Index Octree::accessCellBrick(Index cellID, const CellBrickAccessor& accessor, bool createBrick) {
assert(checkCellIndex(cellID));
auto& cell = editCell(cellID);
// Allocate a brick if needed
if (!cell.hasBrick()) {
if (!createBrick) {
return INVALID;
return INVALID_CELL;
}
cell.setBrick(allocateBrick());
auto newBrick = allocateBrick();
if (newBrick == INVALID_CELL) {
// This should never happen but just in case...
return INVALID_CELL;
}
cell.setBrick(newBrick);
}
// access the brick
// Access the brick
auto brickID = cell.brick();
auto& brick = _bricks[brickID];
// execute the accessor
// Execute the accessor
accessor(cell, brick, brickID);
return brickID;
@ -255,13 +285,17 @@ ItemSpatialTree::Index ItemSpatialTree::insertItem(Index cellIdx, const ItemKey&
itemIn.push_back(item);
cell.signalBrickFilled();
cell.setBrickFilled();
}, true);
return cellIdx;
}
bool ItemSpatialTree::updateItem(Index cellIdx, const ItemKey& oldKey, const ItemKey& key, const ItemID& item) {
// In case we missed that one, nothing to do
if (cellIdx == INVALID_CELL) {
return true;
}
auto success = false;
// only if key changed
@ -280,6 +314,10 @@ bool ItemSpatialTree::updateItem(Index cellIdx, const ItemKey& oldKey, const Ite
}
bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID& item) {
// In case we missed that one, nothing to do
if (cellIdx == INVALID_CELL) {
return true;
}
auto success = false;
// Remove the item from the brick
@ -290,15 +328,15 @@ bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID
itemList.erase(std::find(itemList.begin(), itemList.end(), item));
if (brick.items.empty() && brick.subcellItems.empty()) {
cell.signalBrickEmpty();
cell.setBrickEmpty();
emptyCell = true;
}
success = true;
}, false); // do not create brick!
// Because we know the cell is now empty, lets try to clean the octree here
if (emptyCell) {
clearCell(cellIdx);
cleanCellBranch(cellIdx);
}
return success;
@ -323,8 +361,16 @@ ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey&
auto newCell = indexCell(location);
// Did we fail finding a cell for the item?
if (newCell == INVALID_CELL) {
// Remove the item where it was
if (oldCell != INVALID_CELL) {
removeItem(oldCell, oldKey, item);
}
return newCell;
}
// Staying in the same cell
if (newCell == oldCell) {
else if (newCell == oldCell) {
// Did the key changed, if yes update
if (newKey._flags != oldKey._flags) {
updateItem(newCell, oldKey, newKey, item);
@ -333,7 +379,7 @@ ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey&
return newCell;
}
// do we know about this item ?
else if (oldCell == Item::INVALID_CELL) {
else if (oldCell == INVALID_CELL) {
insertItem(newCell, newKey, item);
return newCell;
}
@ -449,7 +495,7 @@ int Octree::selectTraverse(Index cellID, CellSelection& selection, const Frustum
// then traverse deeper
for (int i = 0; i < NUM_OCTANTS; i++) {
Index subCellID = cell.child((Link)i);
if (subCellID != INVALID) {
if (subCellID != INVALID_CELL) {
selectTraverse(subCellID, selection, selector);
}
}
@ -476,7 +522,7 @@ int Octree::selectBranch(Index cellID, CellSelection& selection, const FrustumS
// then traverse deeper
for (int i = 0; i < NUM_OCTANTS; i++) {
Index subCellID = cell.child((Link)i);
if (subCellID != INVALID) {
if (subCellID != INVALID_CELL) {
selectBranch(subCellID, selection, selector);
}
}

View file

@ -17,6 +17,7 @@
#include <cassert>
#include <array>
#include <functional>
#include <limits>
#include <glm/glm.hpp>
#include <glm/gtx/bit.hpp>
#include <AABox.h>
@ -165,23 +166,66 @@ namespace render {
// Cell or Brick Indexing
using Index = ItemCell; // int32_t
static const Index INVALID = -1;
static const Index INVALID_CELL = -1;
static const Index ROOT_CELL = 0;
// With a maximum of INT_MAX(2 ^ 31) cells in our octree
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
using Indices = std::vector<Index>;
// the cell description
class Cell {
public:
void free() { _location = Location(); for (auto& link : _links) { link = INVALID; } }
enum BitFlags : uint8_t {
HasChildren = 0x01,
BrickFilled = 0x02,
};
void free() { _location = Location(); for (auto& link : _links) { link = INVALID_CELL; } }
const Location& getlocation() const { return _location; }
Index parent() const { return _links[Parent]; }
bool hasParent() const { return parent() != INVALID; }
bool hasParent() const { return parent() != INVALID_CELL; }
Index child(Link octant) const { return _links[octant]; }
bool hasChild(Link octant) const { return child(octant) != INVALID; }
bool hasChildren() const {
bool hasChild(Link octant) const { return child(octant) != INVALID_CELL; }
bool hasChildren() const { return (_location.spare & HasChildren); }
void setChild(Link octant, Index child) {
_links[octant] = child;
if (child != INVALID_CELL) {
_location.spare |= HasChildren;
} else {
if (!checkHasChildren()) {
_location.spare &= ~HasChildren;
}
}
}
Index brick() const { return _links[BrickLink]; }
bool hasBrick() const { return _links[BrickLink] != INVALID_CELL; }
void setBrick(Index brick) { _links[BrickLink] = brick; }
void setBrickFilled() { _location.spare |= BrickFilled; }
void setBrickEmpty() { _location.spare &= ~BrickFilled; }
bool isBrickEmpty() const { return !(_location.spare & BrickFilled); }
Cell() :
_links({ { INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL } })
{}
Cell(Index parent, Location loc) :
_location(loc),
_links({ { INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, INVALID_CELL, parent, INVALID_CELL } })
{}
private:
std::array<Index, NUM_LINKS> _links;
Location _location;
bool checkHasChildren() const {
for (LinkStorage octant = Octant_L_B_N; octant < NUM_OCTANTS; octant++) {
if (hasChild((Link)octant)) {
return true;
@ -189,42 +233,21 @@ namespace render {
}
return false;
}
void setChild(Link octant, Index child) { _links[octant] = child; }
Index brick() const { return _links[BrickLink]; }
bool hasBrick() const { return _links[BrickLink] != INVALID; }
void setBrick(Index brick) { _links[BrickLink] = brick; }
void signalBrickFilled() { _location.spare = 1; }
void signalBrickEmpty() { _location.spare = 0; }
bool isBrickEmpty() const { return _location.spare == 0; }
Cell() :
_links({ { INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID } })
{}
Cell(Index parent, Location loc) :
_location(loc),
_links({ { INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, INVALID, parent, INVALID } })
{}
private:
std::array<Index, NUM_LINKS> _links;
Location _location;
};
using Cells = std::vector< Cell >;
using Bricks = std::vector< Brick >;
bool checkCellIndex(Index index) const { return (index >= 0) && (index < _cells.size()); }
bool checkBrickIndex(Index index) const { return (index >= 0) && (index < _bricks.size()); }
bool checkBrickIndex(Index index) const { return ((index >= 0) && (index < _bricks.size())); }
Octree() {};
// Clear a cell:
// Check that the cell brick is empty, if so free it
// CHeck that the cell has no children, if so free itself
// Clean a cell branch starting from the leave:
// Check that the cell brick is empty, if so free it else stop
// Check that the cell has no children, if so free itself else stop
// Apply the same logic to the parent cell
void clearCell(Index index);
void cleanCellBranch(Index index);
// Indexing/Allocating the cells as the tree gets populated
// Return the cell Index/Indices at the specified location/path, allocate all the cells on the path from the root if needed

View file

@ -63,5 +63,5 @@ void main(void) {
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
varColor = vec4(colorWheel(fract(float(inCellLocation.w) / 5.0)), 0.5 + 0.4 * cellIsEmpty);
varColor = vec4(colorWheel(fract(float(inCellLocation.w) / 5.0)), 0.8 + 0.2 * cellIsEmpty);
}