overte/libraries/voxels/src/VoxelNode.cpp

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50 KiB
C++

//
// VoxelNode.cpp
// hifi
//
// Created by Stephen Birarda on 3/13/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#include <cmath>
#include <cstring>
#include <stdio.h>
#include <QtCore/QDebug>
#include <NodeList.h>
#include <PerfStat.h>
#include "AABox.h"
#include "OctalCode.h"
#include "SharedUtil.h"
#include "VoxelConstants.h"
#include "VoxelNode.h"
#include "VoxelTree.h"
uint64_t VoxelNode::_voxelMemoryUsage = 0;
uint64_t VoxelNode::_octcodeMemoryUsage = 0;
uint64_t VoxelNode::_externalChildrenMemoryUsage = 0;
uint64_t VoxelNode::_voxelNodeCount = 0;
uint64_t VoxelNode::_voxelNodeLeafCount = 0;
VoxelNode::VoxelNode() {
unsigned char* rootCode = new unsigned char[1];
*rootCode = 0;
init(rootCode);
_voxelNodeCount++;
_voxelNodeLeafCount++; // all nodes start as leaf nodes
}
VoxelNode::VoxelNode(unsigned char * octalCode) {
init(octalCode);
_voxelNodeCount++;
_voxelNodeLeafCount++; // all nodes start as leaf nodes
}
void VoxelNode::init(unsigned char * octalCode) {
int octalCodeLength = bytesRequiredForCodeLength(numberOfThreeBitSectionsInCode(octalCode));
if (octalCodeLength > sizeof(_octalCode)) {
_octalCode.pointer = octalCode;
_octcodePointer = true;
_octcodeMemoryUsage += octalCodeLength;
} else {
_octcodePointer = false;
memcpy(_octalCode.buffer, octalCode, octalCodeLength);
delete[] octalCode;
}
#ifndef NO_FALSE_COLOR // !NO_FALSE_COLOR means, does have false color
_falseColored = false; // assume true color
_currentColor[0] = _currentColor[1] = _currentColor[2] = _currentColor[3] = 0;
#endif
_trueColor[0] = _trueColor[1] = _trueColor[2] = _trueColor[3] = 0;
_density = 0.0f;
// set up the _children union
_childBitmask = 0;
_childrenExternal = false;
_children.external = NULL;
_singleChildrenCount++;
_childrenCount[0]++;
// default pointers to child nodes to NULL
#ifdef HAS_AUDIT_CHILDREN
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
_childrenArray[i] = NULL;
}
#endif // def HAS_AUDIT_CHILDREN
_unknownBufferIndex = true;
setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
setVoxelSystem(NULL);
_isDirty = true;
_shouldRender = false;
_sourceUUIDKey = 0;
calculateAABox();
markWithChangedTime();
_voxelMemoryUsage += sizeof(VoxelNode);
}
VoxelNode::~VoxelNode() {
notifyDeleteHooks();
_voxelMemoryUsage -= sizeof(VoxelNode);
_voxelNodeCount--;
if (isLeaf()) {
_voxelNodeLeafCount--;
}
if (_octcodePointer) {
_octcodeMemoryUsage -= bytesRequiredForCodeLength(numberOfThreeBitSectionsInCode(getOctalCode()));
delete[] _octalCode.pointer;
}
// delete all of this node's children, this also takes care of all population tracking data
deleteAllChildren();
}
void VoxelNode::markWithChangedTime() {
_lastChanged = usecTimestampNow();
notifyUpdateHooks(); // if the node has changed, notify our hooks
}
// This method is called by VoxelTree when the subtree below this node
// is known to have changed. It's intended to be used as a place to do
// bookkeeping that a node may need to do when the subtree below it has
// changed. However, you should hopefully make your bookkeeping relatively
// localized, because this method will get called for every node in an
// recursive unwinding case like delete or add voxel
void VoxelNode::handleSubtreeChanged(VoxelTree* myTree) {
// here's a good place to do color re-averaging...
if (myTree->getShouldReaverage()) {
setColorFromAverageOfChildren();
}
markWithChangedTime();
}
const uint8_t INDEX_FOR_NULL = 0;
uint8_t VoxelNode::_nextIndex = INDEX_FOR_NULL + 1; // start at 1, 0 is reserved for NULL
std::map<VoxelSystem*, uint8_t> VoxelNode::_mapVoxelSystemPointersToIndex;
std::map<uint8_t, VoxelSystem*> VoxelNode::_mapIndexToVoxelSystemPointers;
VoxelSystem* VoxelNode::getVoxelSystem() const {
if (_voxelSystemIndex > INDEX_FOR_NULL) {
if (_mapIndexToVoxelSystemPointers.end() != _mapIndexToVoxelSystemPointers.find(_voxelSystemIndex)) {
VoxelSystem* voxelSystem = _mapIndexToVoxelSystemPointers[_voxelSystemIndex];
return voxelSystem;
}
}
return NULL;
}
void VoxelNode::setVoxelSystem(VoxelSystem* voxelSystem) {
if (voxelSystem == NULL) {
_voxelSystemIndex = INDEX_FOR_NULL;
} else {
uint8_t index;
if (_mapVoxelSystemPointersToIndex.end() != _mapVoxelSystemPointersToIndex.find(voxelSystem)) {
index = _mapVoxelSystemPointersToIndex[voxelSystem];
} else {
index = _nextIndex;
_nextIndex++;
_mapVoxelSystemPointersToIndex[voxelSystem] = index;
_mapIndexToVoxelSystemPointers[index] = voxelSystem;
}
_voxelSystemIndex = index;
}
}
const uint16_t KEY_FOR_NULL = 0;
uint16_t VoxelNode::_nextUUIDKey = KEY_FOR_NULL + 1; // start at 1, 0 is reserved for NULL
std::map<QString, uint16_t> VoxelNode::_mapSourceUUIDsToKeys;
std::map<uint16_t, QString> VoxelNode::_mapKeysToSourceUUIDs;
void VoxelNode::setSourceUUID(const QUuid& sourceUUID) {
uint16_t key;
QString sourceUUIDString = sourceUUID.toString();
if (_mapSourceUUIDsToKeys.end() != _mapSourceUUIDsToKeys.find(sourceUUIDString)) {
key = _mapSourceUUIDsToKeys[sourceUUIDString];
} else {
key = _nextUUIDKey;
_nextUUIDKey++;
_mapSourceUUIDsToKeys[sourceUUIDString] = key;
_mapKeysToSourceUUIDs[key] = sourceUUIDString;
}
_sourceUUIDKey = key;
}
QUuid VoxelNode::getSourceUUID() const {
if (_sourceUUIDKey > KEY_FOR_NULL) {
if (_mapKeysToSourceUUIDs.end() != _mapKeysToSourceUUIDs.find(_sourceUUIDKey)) {
return QUuid(_mapKeysToSourceUUIDs[_sourceUUIDKey]);
}
}
return QUuid();
}
bool VoxelNode::matchesSourceUUID(const QUuid& sourceUUID) const {
if (_sourceUUIDKey > KEY_FOR_NULL) {
if (_mapKeysToSourceUUIDs.end() != _mapKeysToSourceUUIDs.find(_sourceUUIDKey)) {
return QUuid(_mapKeysToSourceUUIDs[_sourceUUIDKey]) == sourceUUID;
}
}
return sourceUUID.isNull();
}
uint16_t VoxelNode::getSourceNodeUUIDKey(const QUuid& sourceUUID) {
uint16_t key = KEY_FOR_NULL;
QString sourceUUIDString = sourceUUID.toString();
if (_mapSourceUUIDsToKeys.end() != _mapSourceUUIDsToKeys.find(sourceUUIDString)) {
key = _mapSourceUUIDsToKeys[sourceUUIDString];
}
return key;
}
void VoxelNode::setShouldRender(bool shouldRender) {
// if shouldRender is changing, then consider ourselves dirty
if (shouldRender != _shouldRender) {
_shouldRender = shouldRender;
_isDirty = true;
markWithChangedTime();
}
}
void VoxelNode::calculateAABox() {
glm::vec3 corner;
// copy corner into box
copyFirstVertexForCode(getOctalCode(),(float*)&corner);
// this tells you the "size" of the voxel
float voxelScale = 1 / powf(2, numberOfThreeBitSectionsInCode(getOctalCode()));
_box.setBox(corner,voxelScale);
}
void VoxelNode::deleteChildAtIndex(int childIndex) {
VoxelNode* childAt = getChildAtIndex(childIndex);
if (childAt) {
delete childAt;
setChildAtIndex(childIndex, NULL);
_isDirty = true;
markWithChangedTime();
// after deleting the child, check to see if we're a leaf
if (isLeaf()) {
_voxelNodeLeafCount++;
}
}
#ifdef HAS_AUDIT_CHILDREN
auditChildren("deleteChildAtIndex()");
#endif // def HAS_AUDIT_CHILDREN
}
// does not delete the node!
VoxelNode* VoxelNode::removeChildAtIndex(int childIndex) {
VoxelNode* returnedChild = getChildAtIndex(childIndex);
if (returnedChild) {
setChildAtIndex(childIndex, NULL);
_isDirty = true;
markWithChangedTime();
// after removing the child, check to see if we're a leaf
if (isLeaf()) {
_voxelNodeLeafCount++;
}
}
#ifdef HAS_AUDIT_CHILDREN
auditChildren("removeChildAtIndex()");
#endif // def HAS_AUDIT_CHILDREN
return returnedChild;
}
#ifdef HAS_AUDIT_CHILDREN
void VoxelNode::auditChildren(const char* label) const {
bool auditFailed = false;
for (int childIndex = 0; childIndex < NUMBER_OF_CHILDREN; childIndex++) {
VoxelNode* testChildNew = getChildAtIndex(childIndex);
VoxelNode* testChildOld = _childrenArray[childIndex];
if (testChildNew != testChildOld) {
auditFailed = true;
}
}
const bool alwaysReport = false; // set this to true to get additional debugging
if (alwaysReport || auditFailed) {
qDebug("%s... auditChildren() %s <<<< \n", label, (auditFailed ? "FAILED" : "PASSED"));
qDebug(" _childrenExternal=%s\n", debug::valueOf(_childrenExternal));
qDebug(" childCount=%d\n", getChildCount());
qDebug(" _childBitmask=");
outputBits(_childBitmask);
for (int childIndex = 0; childIndex < NUMBER_OF_CHILDREN; childIndex++) {
VoxelNode* testChildNew = getChildAtIndex(childIndex);
VoxelNode* testChildOld = _childrenArray[childIndex];
qDebug("child at index %d... testChildOld=%p testChildNew=%p %s \n",
childIndex, testChildOld, testChildNew ,
((testChildNew != testChildOld) ? " DOES NOT MATCH <<<< BAD <<<<" : " - OK ")
);
}
qDebug("%s... auditChildren() <<<< DONE <<<< \n", label);
}
}
#endif // def HAS_AUDIT_CHILDREN
uint64_t VoxelNode::_getChildAtIndexTime = 0;
uint64_t VoxelNode::_getChildAtIndexCalls = 0;
uint64_t VoxelNode::_setChildAtIndexTime = 0;
uint64_t VoxelNode::_setChildAtIndexCalls = 0;
uint64_t VoxelNode::_singleChildrenCount = 0;
uint64_t VoxelNode::_twoChildrenOffsetCount = 0;
uint64_t VoxelNode::_twoChildrenExternalCount = 0;
uint64_t VoxelNode::_threeChildrenOffsetCount = 0;
uint64_t VoxelNode::_threeChildrenExternalCount = 0;
uint64_t VoxelNode::_externalChildrenCount = 0;
uint64_t VoxelNode::_childrenCount[NUMBER_OF_CHILDREN + 1] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
uint64_t VoxelNode::_couldStoreFourChildrenInternally = 0;
uint64_t VoxelNode::_couldNotStoreFourChildrenInternally = 0;
VoxelNode* VoxelNode::getChildAtIndex(int childIndex) const {
PerformanceWarning warn(false,"getChildAtIndex",false,&_getChildAtIndexTime,&_getChildAtIndexCalls);
VoxelNode* result = NULL;
int childCount = getChildCount();
#ifdef HAS_AUDIT_CHILDREN
const char* caseStr = NULL;
#endif
switch (childCount) {
case 0:
#ifdef HAS_AUDIT_CHILDREN
caseStr = "0 child case";
#endif
break;
case 1: {
#ifdef HAS_AUDIT_CHILDREN
caseStr = "1 child case";
#endif
int indexOne = getNthBit(_childBitmask, 1);
if (indexOne == childIndex) {
result = _children.single;
}
} break;
case 2: {
#ifdef HAS_AUDIT_CHILDREN
caseStr = "2 child case";
#endif
int indexOne = getNthBit(_childBitmask, 1);
int indexTwo = getNthBit(_childBitmask, 2);
if (_childrenExternal) {
//assert(_children.external);
if (indexOne == childIndex) {
result = _children.external[0];
} else if (indexTwo == childIndex) {
result = _children.external[1];
}
} else {
if (indexOne == childIndex) {
int32_t offset = _children.offsetsTwoChildren[0];
result = (VoxelNode*)((uint8_t*)this + offset);
} else if (indexTwo == childIndex) {
int32_t offset = _children.offsetsTwoChildren[1];
result = (VoxelNode*)((uint8_t*)this + offset);
}
}
} break;
case 3: {
#ifdef HAS_AUDIT_CHILDREN
caseStr = "3 child case";
#endif
int indexOne = getNthBit(_childBitmask, 1);
int indexTwo = getNthBit(_childBitmask, 2);
int indexThree = getNthBit(_childBitmask, 3);
if (_childrenExternal) {
//assert(_children.external);
if (indexOne == childIndex) {
result = _children.external[0];
} else if (indexTwo == childIndex) {
result = _children.external[1];
} else if (indexThree == childIndex) {
result = _children.external[2];
} else {
}
} else {
int64_t offsetOne, offsetTwo, offsetThree;
decodeThreeOffsets(offsetOne, offsetTwo, offsetThree);
if (indexOne == childIndex) {
result = (VoxelNode*)((uint8_t*)this + offsetOne);
} else if (indexTwo == childIndex) {
result = (VoxelNode*)((uint8_t*)this + offsetTwo);
} else if (indexThree == childIndex) {
result = (VoxelNode*)((uint8_t*)this + offsetThree);
}
}
} break;
default: {
#ifdef HAS_AUDIT_CHILDREN
caseStr = "default";
#endif
// if we have 4 or more, we know we're in external mode, so we just need to figure out which
// slot in our external array this child is.
if (oneAtBit(_childBitmask, childIndex)) {
childCount = getChildCount();
for (int ordinal = 1; ordinal <= childCount; ordinal++) {
int index = getNthBit(_childBitmask, ordinal);
if (index == childIndex) {
int externalIndex = ordinal-1;
if (externalIndex < childCount && externalIndex >= 0) {
result = _children.external[externalIndex];
} else {
qDebug("getChildAtIndex() attempt to access external client out of bounds externalIndex=%d <<<<<<<<<< WARNING!!! \n",externalIndex);
}
break;
}
}
}
} break;
}
#ifdef HAS_AUDIT_CHILDREN
if (result != _childrenArray[childIndex]) {
qDebug("getChildAtIndex() case:%s result<%p> != _childrenArray[childIndex]<%p> <<<<<<<<<< WARNING!!! \n",
caseStr, result,_childrenArray[childIndex]);
}
#endif // def HAS_AUDIT_CHILDREN
return result;
}
void VoxelNode::storeTwoChildren(VoxelNode* childOne, VoxelNode* childTwo) {
int64_t offsetOne = (uint8_t*)childOne - (uint8_t*)this;
int64_t offsetTwo = (uint8_t*)childTwo - (uint8_t*)this;
const int64_t minOffset = std::numeric_limits<int32_t>::min();
const int64_t maxOffset = std::numeric_limits<int32_t>::max();
bool forceExternal = true;
if (!forceExternal && isBetween(offsetOne, maxOffset, minOffset) && isBetween(offsetTwo, maxOffset, minOffset)) {
// if previously external, then clean it up...
if (_childrenExternal) {
//assert(_children.external);
const int previousChildCount = 2;
_externalChildrenMemoryUsage -= previousChildCount * sizeof(VoxelNode*);
delete[] _children.external;
_children.external = NULL; // probably not needed!
_childrenExternal = false;
}
// encode in union
_children.offsetsTwoChildren[0] = offsetOne;
_children.offsetsTwoChildren[1] = offsetTwo;
_twoChildrenOffsetCount++;
} else {
// encode in array
// if not previously external, then allocate appropriately
if (!_childrenExternal) {
_childrenExternal = true;
const int newChildCount = 2;
_externalChildrenMemoryUsage += newChildCount * sizeof(VoxelNode*);
_children.external = new VoxelNode*[newChildCount];
}
_children.external[0] = childOne;
_children.external[1] = childTwo;
_twoChildrenExternalCount++;
}
}
void VoxelNode::retrieveTwoChildren(VoxelNode*& childOne, VoxelNode*& childTwo) {
// If we previously had an external array, then get the
if (_childrenExternal) {
childOne = _children.external[0];
childTwo = _children.external[1];
delete[] _children.external;
_children.external = NULL; // probably not needed!
_childrenExternal = false;
_twoChildrenExternalCount--;
const int newChildCount = 2;
_externalChildrenMemoryUsage -= newChildCount * sizeof(VoxelNode*);
} else {
int64_t offsetOne = _children.offsetsTwoChildren[0];
int64_t offsetTwo = _children.offsetsTwoChildren[1];
childOne = (VoxelNode*)((uint8_t*)this + offsetOne);
childTwo = (VoxelNode*)((uint8_t*)this + offsetTwo);
_twoChildrenOffsetCount--;
}
}
void VoxelNode::decodeThreeOffsets(int64_t& offsetOne, int64_t& offsetTwo, int64_t& offsetThree) const {
const uint64_t ENCODE_BITS = 21;
const uint64_t ENCODE_MASK = 0xFFFFF;
const uint64_t ENCODE_MASK_SIGN = 0x100000;
uint64_t offsetEncodedOne = (_children.offsetsThreeChildrenEncoded >> (ENCODE_BITS * 2)) & ENCODE_MASK;
uint64_t offsetEncodedTwo = (_children.offsetsThreeChildrenEncoded >> (ENCODE_BITS * 1)) & ENCODE_MASK;
uint64_t offsetEncodedThree = (_children.offsetsThreeChildrenEncoded & ENCODE_MASK);
uint64_t signEncodedOne = (_children.offsetsThreeChildrenEncoded >> (ENCODE_BITS * 2)) & ENCODE_MASK_SIGN;
uint64_t signEncodedTwo = (_children.offsetsThreeChildrenEncoded >> (ENCODE_BITS * 1)) & ENCODE_MASK_SIGN;
uint64_t signEncodedThree = (_children.offsetsThreeChildrenEncoded & ENCODE_MASK_SIGN);
bool oneNegative = signEncodedOne == ENCODE_MASK_SIGN;
bool twoNegative = signEncodedTwo == ENCODE_MASK_SIGN;
bool threeNegative = signEncodedThree == ENCODE_MASK_SIGN;
offsetOne = oneNegative ? -offsetEncodedOne : offsetEncodedOne;
offsetTwo = twoNegative ? -offsetEncodedTwo : offsetEncodedTwo;
offsetThree = threeNegative ? -offsetEncodedThree : offsetEncodedThree;
}
void VoxelNode::encodeThreeOffsets(int64_t offsetOne, int64_t offsetTwo, int64_t offsetThree) {
const uint64_t ENCODE_BITS = 21;
const uint64_t ENCODE_MASK = 0xFFFFF;
const uint64_t ENCODE_MASK_SIGN = 0x100000;
uint64_t offsetEncodedOne, offsetEncodedTwo, offsetEncodedThree;
if (offsetOne < 0) {
offsetEncodedOne = ((-offsetOne & ENCODE_MASK) | ENCODE_MASK_SIGN);
} else {
offsetEncodedOne = offsetOne & ENCODE_MASK;
}
offsetEncodedOne = offsetEncodedOne << (ENCODE_BITS * 2);
if (offsetTwo < 0) {
offsetEncodedTwo = ((-offsetTwo & ENCODE_MASK) | ENCODE_MASK_SIGN);
} else {
offsetEncodedTwo = offsetTwo & ENCODE_MASK;
}
offsetEncodedTwo = offsetEncodedTwo << ENCODE_BITS;
if (offsetThree < 0) {
offsetEncodedThree = ((-offsetThree & ENCODE_MASK) | ENCODE_MASK_SIGN);
} else {
offsetEncodedThree = offsetThree & ENCODE_MASK;
}
_children.offsetsThreeChildrenEncoded = offsetEncodedOne | offsetEncodedTwo | offsetEncodedThree;
}
void VoxelNode::storeThreeChildren(VoxelNode* childOne, VoxelNode* childTwo, VoxelNode* childThree) {
int64_t offsetOne = (uint8_t*)childOne - (uint8_t*)this;
int64_t offsetTwo = (uint8_t*)childTwo - (uint8_t*)this;
int64_t offsetThree = (uint8_t*)childThree - (uint8_t*)this;
const int64_t minOffset = -1048576; // what can fit in 20 bits // std::numeric_limits<int16_t>::min();
const int64_t maxOffset = 1048576; // what can fit in 20 bits // std::numeric_limits<int16_t>::max();
bool forceExternal = true;
if (!forceExternal &&
isBetween(offsetOne, maxOffset, minOffset) &&
isBetween(offsetTwo, maxOffset, minOffset) &&
isBetween(offsetThree, maxOffset, minOffset)) {
// if previously external, then clean it up...
if (_childrenExternal) {
delete[] _children.external;
_children.external = NULL; // probably not needed!
_childrenExternal = false;
const int previousChildCount = 3;
_externalChildrenMemoryUsage -= previousChildCount * sizeof(VoxelNode*);
}
// encode in union
encodeThreeOffsets(offsetOne, offsetTwo, offsetThree);
_threeChildrenOffsetCount++;
} else {
// encode in array
// if not previously external, then allocate appropriately
if (!_childrenExternal) {
_childrenExternal = true;
const int newChildCount = 3;
_externalChildrenMemoryUsage += newChildCount * sizeof(VoxelNode*);
_children.external = new VoxelNode*[newChildCount];
}
_children.external[0] = childOne;
_children.external[1] = childTwo;
_children.external[2] = childThree;
_threeChildrenExternalCount++;
}
}
void VoxelNode::retrieveThreeChildren(VoxelNode*& childOne, VoxelNode*& childTwo, VoxelNode*& childThree) {
// If we previously had an external array, then get the
if (_childrenExternal) {
childOne = _children.external[0];
childTwo = _children.external[1];
childThree = _children.external[2];
delete[] _children.external;
_children.external = NULL; // probably not needed!
_childrenExternal = false;
_threeChildrenExternalCount--;
_externalChildrenMemoryUsage -= 3 * sizeof(VoxelNode*);
} else {
int64_t offsetOne, offsetTwo, offsetThree;
decodeThreeOffsets(offsetOne, offsetTwo, offsetThree);
childOne = (VoxelNode*)((uint8_t*)this + offsetOne);
childTwo = (VoxelNode*)((uint8_t*)this + offsetTwo);
childThree = (VoxelNode*)((uint8_t*)this + offsetThree);
_threeChildrenOffsetCount--;
}
}
void VoxelNode::checkStoreFourChildren(VoxelNode* childOne, VoxelNode* childTwo, VoxelNode* childThree, VoxelNode* childFour) {
int64_t offsetOne = (uint8_t*)childOne - (uint8_t*)this;
int64_t offsetTwo = (uint8_t*)childTwo - (uint8_t*)this;
int64_t offsetThree = (uint8_t*)childThree - (uint8_t*)this;
int64_t offsetFour = (uint8_t*)childFour - (uint8_t*)this;
const int64_t minOffset = std::numeric_limits<int16_t>::min();
const int64_t maxOffset = std::numeric_limits<int16_t>::max();
bool forceExternal = true;
if (!forceExternal &&
isBetween(offsetOne, maxOffset, minOffset) &&
isBetween(offsetTwo, maxOffset, minOffset) &&
isBetween(offsetThree, maxOffset, minOffset) &&
isBetween(offsetFour, maxOffset, minOffset)
) {
_couldStoreFourChildrenInternally++;
} else {
_couldNotStoreFourChildrenInternally++;
}
}
void VoxelNode::deleteAllChildren() {
// first delete all the VoxelNode objects...
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
VoxelNode* childAt = getChildAtIndex(i);
if (childAt) {
delete childAt;
}
}
// now, reset our internal state and ANY and all population data
int childCount = getChildCount();
switch (childCount) {
case 0: {
_singleChildrenCount--;
_childrenCount[0]--;
} break;
case 1: {
_singleChildrenCount--;
_childrenCount[1]--;
} break;
case 2: {
if (_childrenExternal) {
_twoChildrenExternalCount--;
} else {
_twoChildrenOffsetCount--;
}
_childrenCount[2]--;
} break;
case 3: {
if (_childrenExternal) {
_threeChildrenExternalCount--;
} else {
_threeChildrenOffsetCount--;
}
_childrenCount[3]--;
} break;
default: {
_externalChildrenCount--;
_childrenCount[childCount]--;
} break;
}
// If we had externally stored children, clean them too.
if (_childrenExternal && _children.external) {
delete[] _children.external;
}
_children.single = NULL;
}
void VoxelNode::setChildAtIndex(int childIndex, VoxelNode* child) {
PerformanceWarning warn(false,"setChildAtIndex",false,&_setChildAtIndexTime,&_setChildAtIndexCalls);
// Here's how we store things...
// If we have 0 or 1 children, then we just store them in the _children.single;
// If we have 2 children,
// then if we can we store them as 32 bit signed offsets from our own this pointer,
// _children.offsetsTwoChildren[0]-[1]
// these are 32 bit offsets
unsigned char previousChildMask = _childBitmask;
int previousChildCount = getChildCount();
if (child) {
setAtBit(_childBitmask, childIndex);
} else {
clearAtBit(_childBitmask, childIndex);
}
int newChildCount = getChildCount();
// track our population data
if (previousChildCount != newChildCount) {
_childrenCount[previousChildCount]--;
_childrenCount[newChildCount]++;
}
// If we had 0 children and we still have 0 children, then there is nothing to do.
if (previousChildCount == 0 && newChildCount == 0) {
// nothing to do...
} else if ((previousChildCount == 0 || previousChildCount == 1) && newChildCount == 1) {
// If we had 0 children, and we're setting our first child or if we had 1 child, or we're resetting the same child,
// then we can just store it in _children.single
_children.single = child;
} else if (previousChildCount == 1 && newChildCount == 0) {
// If we had 1 child, and we've removed our last child, then we can just store NULL in _children.single
_children.single = NULL;
} else if (previousChildCount == 1 && newChildCount == 2) {
// If we had 1 child, and we're adding a second child, then we need to determine
// if we can use offsets to store them
VoxelNode* childOne;
VoxelNode* childTwo;
if (getNthBit(previousChildMask, 1) < childIndex) {
childOne = _children.single;
childTwo = child;
} else {
childOne = child;
childTwo = _children.single;
}
_singleChildrenCount--;
storeTwoChildren(childOne, childTwo);
} else if (previousChildCount == 2 && newChildCount == 1) {
// If we had 2 children, and we're removing one, then we know we can go down to single mode
//assert(child == NULL); // this is the only logical case
int indexTwo = getNthBit(previousChildMask, 2);
bool keepChildOne = indexTwo == childIndex;
VoxelNode* childOne;
VoxelNode* childTwo;
retrieveTwoChildren(childOne, childTwo);
_singleChildrenCount++;
if (keepChildOne) {
_children.single = childOne;
} else {
_children.single = childTwo;
}
} else if (previousChildCount == 2 && newChildCount == 2) {
// If we had 2 children, and still have 2, then we know we are resetting one of our existing children
int indexOne = getNthBit(previousChildMask, 1);
bool replaceChildOne = indexOne == childIndex;
// Get the existing two children out of their encoding...
VoxelNode* childOne;
VoxelNode* childTwo;
retrieveTwoChildren(childOne, childTwo);
if (replaceChildOne) {
childOne = child;
} else {
childTwo = child;
}
storeTwoChildren(childOne, childTwo);
} else if (previousChildCount == 2 && newChildCount == 3) {
// If we had 2 children, and now have 3, then we know we are going to an external case...
// First, decode the children...
VoxelNode* childOne;
VoxelNode* childTwo;
VoxelNode* childThree;
// Get the existing two children out of their encoding...
retrieveTwoChildren(childOne, childTwo);
// determine order of the existing children
int indexOne = getNthBit(previousChildMask, 1);
int indexTwo = getNthBit(previousChildMask, 2);
if (childIndex < indexOne) {
childThree = childTwo;
childTwo = childOne;
childOne = child;
} else if (childIndex < indexTwo) {
childThree = childTwo;
childTwo = child;
} else {
childThree = child;
}
storeThreeChildren(childOne, childTwo, childThree);
} else if (previousChildCount == 3 && newChildCount == 2) {
// If we had 3 children, and now have 2, then we know we are going from an external case to a potential internal case
// We need to determine which children we had, and which one we got rid of...
int indexOne = getNthBit(previousChildMask, 1);
int indexTwo = getNthBit(previousChildMask, 2);
bool removeChildOne = indexOne == childIndex;
bool removeChildTwo = indexTwo == childIndex;
VoxelNode* childOne;
VoxelNode* childTwo;
VoxelNode* childThree;
// Get the existing two children out of their encoding...
retrieveThreeChildren(childOne, childTwo, childThree);
if (removeChildOne) {
childOne = childTwo;
childTwo = childThree;
} else if (removeChildTwo) {
childTwo = childThree;
} else {
// removing child three, nothing to do.
}
storeTwoChildren(childOne, childTwo);
} else if (previousChildCount == 3 && newChildCount == 3) {
// If we had 3 children, and now have 3, then we need to determine which item we're replacing...
// We need to determine which children we had, and which one we got rid of...
int indexOne = getNthBit(previousChildMask, 1);
int indexTwo = getNthBit(previousChildMask, 2);
bool replaceChildOne = indexOne == childIndex;
bool replaceChildTwo = indexTwo == childIndex;
VoxelNode* childOne;
VoxelNode* childTwo;
VoxelNode* childThree;
// Get the existing two children out of their encoding...
retrieveThreeChildren(childOne, childTwo, childThree);
if (replaceChildOne) {
childOne = child;
} else if (replaceChildTwo) {
childTwo = child;
} else {
childThree = child;
}
storeThreeChildren(childOne, childTwo, childThree);
} else if (previousChildCount == 3 && newChildCount == 4) {
// If we had 3 children, and now have 4, then we know we are going to an external case...
// First, decode the children...
VoxelNode* childOne;
VoxelNode* childTwo;
VoxelNode* childThree;
VoxelNode* childFour;
// Get the existing two children out of their encoding...
retrieveThreeChildren(childOne, childTwo, childThree);
// determine order of the existing children
int indexOne = getNthBit(previousChildMask, 1);
int indexTwo = getNthBit(previousChildMask, 2);
int indexThree = getNthBit(previousChildMask, 3);
if (childIndex < indexOne) {
childFour = childThree;
childThree = childTwo;
childTwo = childOne;
childOne = child;
} else if (childIndex < indexTwo) {
childFour = childThree;
childThree = childTwo;
childTwo = child;
} else if (childIndex < indexThree) {
childFour = childThree;
childThree = child;
} else {
childFour = child;
}
// now, allocate the external...
_childrenExternal = true;
const int newChildCount = 4;
_children.external = new VoxelNode*[newChildCount];
_externalChildrenMemoryUsage += newChildCount * sizeof(VoxelNode*);
_children.external[0] = childOne;
_children.external[1] = childTwo;
_children.external[2] = childThree;
_children.external[3] = childFour;
_externalChildrenCount++;
} else if (previousChildCount == 4 && newChildCount == 3) {
// If we had 4 children, and now have 3, then we know we are going from an external case to a potential internal case
//assert(_children.external && _childrenExternal && previousChildCount == 4);
// We need to determine which children we had, and which one we got rid of...
int indexOne = getNthBit(previousChildMask, 1);
int indexTwo = getNthBit(previousChildMask, 2);
int indexThree = getNthBit(previousChildMask, 3);
bool removeChildOne = indexOne == childIndex;
bool removeChildTwo = indexTwo == childIndex;
bool removeChildThree = indexThree == childIndex;
VoxelNode* childOne = _children.external[0];
VoxelNode* childTwo = _children.external[1];
VoxelNode* childThree = _children.external[2];
VoxelNode* childFour = _children.external[3];
if (removeChildOne) {
childOne = childTwo;
childTwo = childThree;
childThree = childFour;
} else if (removeChildTwo) {
childTwo = childThree;
childThree = childFour;
} else if (removeChildThree) {
childThree = childFour;
} else {
// removing child four, nothing to do.
}
// clean up the external children...
_childrenExternal = false;
delete[] _children.external;
_children.external = NULL;
_externalChildrenCount--;
_externalChildrenMemoryUsage -= previousChildCount * sizeof(VoxelNode*);
storeThreeChildren(childOne, childTwo, childThree);
} else if (previousChildCount == newChildCount) {
//assert(_children.external && _childrenExternal && previousChildCount >= 4);
//assert(previousChildCount == newChildCount);
// 4 or more children, one item being replaced, we know we're stored externally, we just need to find the one
// that needs to be replaced and replace it.
for (int ordinal = 1; ordinal <= 8; ordinal++) {
int index = getNthBit(previousChildMask, ordinal);
if (index == childIndex) {
// this is our child to be replaced
int nthChild = ordinal-1;
_children.external[nthChild] = child;
break;
}
}
} else if (previousChildCount < newChildCount) {
// Growing case... previous must be 4 or greater
//assert(_children.external && _childrenExternal && previousChildCount >= 4);
//assert(previousChildCount == newChildCount-1);
// 4 or more children, one item being added, we know we're stored externally, we just figure out where to insert
// this child pointer into our external list
VoxelNode** newExternalList = new VoxelNode*[newChildCount];
int copiedCount = 0;
for (int ordinal = 1; ordinal <= newChildCount; ordinal++) {
int index = getNthBit(previousChildMask, ordinal);
if (index != -1 && index < childIndex) {
newExternalList[ordinal - 1] = _children.external[ordinal - 1];
copiedCount++;
} else {
// insert our new child here...
newExternalList[ordinal - 1] = child;
// if we didn't copy all of our previous children, then we need to
if (copiedCount < previousChildCount) {
// our child needs to be inserted before this index, and everything else pushed out...
for (int oldOrdinal = ordinal; oldOrdinal <= previousChildCount; oldOrdinal++) {
newExternalList[oldOrdinal] = _children.external[oldOrdinal - 1];
}
}
break;
}
}
delete[] _children.external;
_children.external = newExternalList;
_externalChildrenMemoryUsage -= previousChildCount * sizeof(VoxelNode*);
_externalChildrenMemoryUsage += newChildCount * sizeof(VoxelNode*);
} else if (previousChildCount > newChildCount) {
//assert(_children.external && _childrenExternal && previousChildCount >= 4);
//assert(previousChildCount == newChildCount+1);
// 4 or more children, one item being removed, we know we're stored externally, we just figure out which
// item to remove from our external list
VoxelNode** newExternalList = new VoxelNode*[newChildCount];
for (int ordinal = 1; ordinal <= previousChildCount; ordinal++) {
int index = getNthBit(previousChildMask, ordinal);
//assert(index != -1);
if (index < childIndex) {
newExternalList[ordinal - 1] = _children.external[ordinal - 1];
} else {
// our child needs to be removed from here, and everything else pulled in...
for (int moveOrdinal = ordinal; moveOrdinal <= newChildCount; moveOrdinal++) {
newExternalList[moveOrdinal - 1] = _children.external[moveOrdinal];
}
break;
}
}
delete[] _children.external;
_children.external = newExternalList;
_externalChildrenMemoryUsage -= previousChildCount * sizeof(VoxelNode*);
_externalChildrenMemoryUsage += newChildCount * sizeof(VoxelNode*);
} else {
//assert(false);
qDebug("THIS SHOULD NOT HAPPEN previousChildCount == %d && newChildCount == %d\n",previousChildCount, newChildCount);
}
// check to see if we could store these 4 children locally
if (getChildCount() == 4 && _childrenExternal && _children.external) {
checkStoreFourChildren(_children.external[0], _children.external[1], _children.external[2], _children.external[3]);
}
#ifdef HAS_AUDIT_CHILDREN
_childrenArray[childIndex] = child;
auditChildren("setChildAtIndex()");
#endif // def HAS_AUDIT_CHILDREN
}
VoxelNode* VoxelNode::addChildAtIndex(int childIndex) {
VoxelNode* childAt = getChildAtIndex(childIndex);
if (!childAt) {
// before adding a child, see if we're currently a leaf
if (isLeaf()) {
_voxelNodeLeafCount--;
}
childAt = new VoxelNode(childOctalCode(getOctalCode(), childIndex));
childAt->setVoxelSystem(getVoxelSystem()); // our child is always part of our voxel system NULL ok
setChildAtIndex(childIndex, childAt);
_isDirty = true;
markWithChangedTime();
}
return childAt;
}
// handles staging or deletion of all deep children
void VoxelNode::safeDeepDeleteChildAtIndex(int childIndex, int recursionCount) {
if (recursionCount > DANGEROUSLY_DEEP_RECURSION) {
qDebug() << "VoxelNode::safeDeepDeleteChildAtIndex() reached DANGEROUSLY_DEEP_RECURSION, bailing!\n";
return;
}
VoxelNode* childToDelete = getChildAtIndex(childIndex);
if (childToDelete) {
// If the child is not a leaf, then call ourselves recursively on all the children
if (!childToDelete->isLeaf()) {
// delete all it's children
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
childToDelete->safeDeepDeleteChildAtIndex(i,recursionCount+1);
}
}
deleteChildAtIndex(childIndex);
_isDirty = true;
markWithChangedTime();
}
}
// will average the child colors...
void VoxelNode::setColorFromAverageOfChildren() {
int colorArray[4] = {0,0,0,0};
float density = 0.0f;
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
VoxelNode* childAt = getChildAtIndex(i);
if (childAt && childAt->isColored()) {
for (int j = 0; j < 3; j++) {
colorArray[j] += childAt->getTrueColor()[j]; // color averaging should always be based on true colors
}
colorArray[3]++;
}
if (childAt) {
density += childAt->getDensity();
}
}
density /= (float) NUMBER_OF_CHILDREN;
//
// The VISIBLE_ABOVE_DENSITY sets the density of matter above which an averaged color voxel will
// be set. It is an important physical constant in our universe. A number below 0.5 will cause
// things to get 'fatter' at a distance, because upward averaging will make larger voxels out of
// less data, which is (probably) going to be preferable because it gives a sense that there is
// something out there to go investigate. A number above 0.5 would cause the world to become
// more 'empty' at a distance. Exactly 0.5 would match the physical world, at least for materials
// that are not shiny and have equivalent ambient reflectance.
//
const float VISIBLE_ABOVE_DENSITY = 0.10f;
nodeColor newColor = { 0, 0, 0, 0};
if (density > VISIBLE_ABOVE_DENSITY) {
// The density of material in the space of the voxel sets whether it is actually colored
for (int c = 0; c < 3; c++) {
// set the average color value
newColor[c] = colorArray[c] / colorArray[3];
}
// set the alpha to 1 to indicate that this isn't transparent
newColor[3] = 1;
}
// Set the color from the average of the child colors, and update the density
setColor(newColor);
setDensity(density);
}
// Note: !NO_FALSE_COLOR implementations of setFalseColor(), setFalseColored(), and setColor() here.
// the actual NO_FALSE_COLOR version are inline in the VoxelNode.h
#ifndef NO_FALSE_COLOR // !NO_FALSE_COLOR means, does have false color
void VoxelNode::setFalseColor(colorPart red, colorPart green, colorPart blue) {
if (_falseColored != true || _currentColor[0] != red || _currentColor[1] != green || _currentColor[2] != blue) {
_falseColored=true;
_currentColor[0] = red;
_currentColor[1] = green;
_currentColor[2] = blue;
_currentColor[3] = 1; // XXXBHG - False colors are always considered set
_isDirty = true;
markWithChangedTime();
}
}
void VoxelNode::setFalseColored(bool isFalseColored) {
if (_falseColored != isFalseColored) {
// if we were false colored, and are no longer false colored, then swap back
if (_falseColored && !isFalseColored) {
memcpy(&_currentColor,&_trueColor,sizeof(nodeColor));
}
_falseColored = isFalseColored;
_isDirty = true;
_density = 1.0f; // If color set, assume leaf, re-averaging will update density if needed.
markWithChangedTime();
}
};
void VoxelNode::setColor(const nodeColor& color) {
if (_trueColor[0] != color[0] || _trueColor[1] != color[1] || _trueColor[2] != color[2]) {
memcpy(&_trueColor,&color,sizeof(nodeColor));
if (!_falseColored) {
memcpy(&_currentColor,&color,sizeof(nodeColor));
}
_isDirty = true;
_density = 1.0f; // If color set, assume leaf, re-averaging will update density if needed.
markWithChangedTime();
}
}
#endif
// will detect if children are leaves AND the same color
// and in that case will delete the children and make this node
// a leaf, returns TRUE if all the leaves are collapsed into a
// single node
bool VoxelNode::collapseIdenticalLeaves() {
// scan children, verify that they are ALL present and accounted for
bool allChildrenMatch = true; // assume the best (ottimista)
int red,green,blue;
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
VoxelNode* childAt = getChildAtIndex(i);
// if no child, child isn't a leaf, or child doesn't have a color
if (!childAt || !childAt->isLeaf() || !childAt->isColored()) {
allChildrenMatch=false;
//qDebug("SADNESS child missing or not colored! i=%d\n",i);
break;
} else {
if (i==0) {
red = childAt->getColor()[0];
green = childAt->getColor()[1];
blue = childAt->getColor()[2];
} else if (red != childAt->getColor()[0] ||
green != childAt->getColor()[1] || blue != childAt->getColor()[2]) {
allChildrenMatch=false;
break;
}
}
}
if (allChildrenMatch) {
//qDebug("allChildrenMatch: pruning tree\n");
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
VoxelNode* childAt = getChildAtIndex(i);
delete childAt; // delete all the child nodes
setChildAtIndex(i, NULL); // set it to NULL
}
nodeColor collapsedColor;
collapsedColor[0]=red;
collapsedColor[1]=green;
collapsedColor[2]=blue;
collapsedColor[3]=1; // color is set
setColor(collapsedColor);
}
return allChildrenMatch;
}
void VoxelNode::setRandomColor(int minimumBrightness) {
nodeColor newColor;
for (int c = 0; c < 3; c++) {
newColor[c] = randomColorValue(minimumBrightness);
}
newColor[3] = 1;
setColor(newColor);
}
void VoxelNode::printDebugDetails(const char* label) const {
unsigned char childBits = 0;
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
VoxelNode* childAt = getChildAtIndex(i);
if (childAt) {
setAtBit(childBits,i);
}
}
qDebug("%s - Voxel at corner=(%f,%f,%f) size=%f\n isLeaf=%s isColored=%s (%d,%d,%d,%d) isDirty=%s shouldRender=%s\n children=", label,
_box.getCorner().x, _box.getCorner().y, _box.getCorner().z, _box.getScale(),
debug::valueOf(isLeaf()), debug::valueOf(isColored()), getColor()[0], getColor()[1], getColor()[2], getColor()[3],
debug::valueOf(isDirty()), debug::valueOf(getShouldRender()));
outputBits(childBits, false);
qDebug("\n octalCode=");
printOctalCode(getOctalCode());
}
float VoxelNode::getEnclosingRadius() const {
return getScale() * sqrtf(3.0f) / 2.0f;
}
bool VoxelNode::isInView(const ViewFrustum& viewFrustum) const {
AABox box = _box; // use temporary box so we can scale it
box.scale(TREE_SCALE);
bool inView = (ViewFrustum::OUTSIDE != viewFrustum.boxInFrustum(box));
return inView;
}
ViewFrustum::location VoxelNode::inFrustum(const ViewFrustum& viewFrustum) const {
AABox box = _box; // use temporary box so we can scale it
box.scale(TREE_SCALE);
return viewFrustum.boxInFrustum(box);
}
// There are two types of nodes for which we want to "render"
// 1) Leaves that are in the LOD
// 2) Non-leaves are more complicated though... usually you don't want to render them, but if their children
// wouldn't be rendered, then you do want to render them. But sometimes they have some children that ARE
// in the LOD, and others that are not. In this case we want to render the parent, and none of the children.
//
// Since, if we know the camera position and orientation, we can know which of the corners is the "furthest"
// corner. We can use we can use this corner as our "voxel position" to do our distance calculations off of.
// By doing this, we don't need to test each child voxel's position vs the LOD boundary
bool VoxelNode::calculateShouldRender(const ViewFrustum* viewFrustum, int boundaryLevelAdjust) const {
bool shouldRender = false;
if (isColored()) {
float furthestDistance = furthestDistanceToCamera(*viewFrustum);
float boundary = boundaryDistanceForRenderLevel(getLevel() + boundaryLevelAdjust);
float childBoundary = boundaryDistanceForRenderLevel(getLevel() + 1 + boundaryLevelAdjust);
bool inBoundary = (furthestDistance <= boundary);
bool inChildBoundary = (furthestDistance <= childBoundary);
shouldRender = (isLeaf() && inChildBoundary) || (inBoundary && !inChildBoundary);
}
return shouldRender;
}
// Calculates the distance to the furthest point of the voxel to the camera
float VoxelNode::furthestDistanceToCamera(const ViewFrustum& viewFrustum) const {
AABox box = getAABox();
box.scale(TREE_SCALE);
glm::vec3 furthestPoint = viewFrustum.getFurthestPointFromCamera(box);
glm::vec3 temp = viewFrustum.getPosition() - furthestPoint;
float distanceToVoxelCenter = sqrtf(glm::dot(temp, temp));
return distanceToVoxelCenter;
}
float VoxelNode::distanceToCamera(const ViewFrustum& viewFrustum) const {
glm::vec3 center = _box.calcCenter() * (float)TREE_SCALE;
glm::vec3 temp = viewFrustum.getPosition() - center;
float distanceToVoxelCenter = sqrtf(glm::dot(temp, temp));
return distanceToVoxelCenter;
}
float VoxelNode::distanceSquareToPoint(const glm::vec3& point) const {
glm::vec3 temp = point - _box.calcCenter();
float distanceSquare = glm::dot(temp, temp);
return distanceSquare;
}
float VoxelNode::distanceToPoint(const glm::vec3& point) const {
glm::vec3 temp = point - _box.calcCenter();
float distance = sqrtf(glm::dot(temp, temp));
return distance;
}
std::vector<VoxelNodeDeleteHook*> VoxelNode::_deleteHooks;
void VoxelNode::addDeleteHook(VoxelNodeDeleteHook* hook) {
_deleteHooks.push_back(hook);
}
void VoxelNode::removeDeleteHook(VoxelNodeDeleteHook* hook) {
for (int i = 0; i < _deleteHooks.size(); i++) {
if (_deleteHooks[i] == hook) {
_deleteHooks.erase(_deleteHooks.begin() + i);
return;
}
}
}
void VoxelNode::notifyDeleteHooks() {
for (int i = 0; i < _deleteHooks.size(); i++) {
_deleteHooks[i]->voxelDeleted(this);
}
}
std::vector<VoxelNodeUpdateHook*> VoxelNode::_updateHooks;
void VoxelNode::addUpdateHook(VoxelNodeUpdateHook* hook) {
_updateHooks.push_back(hook);
}
void VoxelNode::removeUpdateHook(VoxelNodeUpdateHook* hook) {
for (int i = 0; i < _updateHooks.size(); i++) {
if (_updateHooks[i] == hook) {
_updateHooks.erase(_updateHooks.begin() + i);
return;
}
}
}
void VoxelNode::notifyUpdateHooks() {
for (int i = 0; i < _updateHooks.size(); i++) {
_updateHooks[i]->voxelUpdated(this);
}
}