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In frames of this issue binary BVH tree produced by building algorithms was collapsed into 4-ary BVH (QBVH). The BVH traversal code in GLSL was modified to process such trees correctly. This allows to implore thread coherence, decrease BVH memory consumption (~2 times), and use traversal stack of the half size. As a result, ray tracing scalability is improved, as well as rendering performance. For various setups, speedup is 12-18%.
210 lines
6.7 KiB
C++
210 lines
6.7 KiB
C++
// Created on: 2014-05-29
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// Created by: Varvara POSKONINA
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// Copyright (c) 2005-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <Select3D_SensitiveSet.hxx>
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#include <Select3D_BVHPrimitiveContent.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(Select3D_SensitiveSet,Select3D_SensitiveEntity)
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//=======================================================================
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// function : Select3D_SensitiveSet
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// purpose : Creates new empty sensitive set and its content
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//=======================================================================
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Select3D_SensitiveSet::Select3D_SensitiveSet (const Handle(SelectBasics_EntityOwner)& theOwnerId)
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: Select3D_SensitiveEntity (theOwnerId)
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{
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myDetectedIdx = -1;
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myIsLeftChildQueuedFirst = Standard_False;
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myContent = new Select3D_BVHPrimitiveContent (this);
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}
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//=======================================================================
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// function : BVH
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// purpose : Builds BVH tree for sensitive set
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//=======================================================================
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void Select3D_SensitiveSet::BVH()
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{
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myContent->GetBVH();
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}
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//=======================================================================
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// function : Matches
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// purpose : Checks whether one or more entities of the set overlap
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// current selecting volume. Implements the traverse of BVH
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// tree built for the set
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//=======================================================================
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Standard_Boolean Select3D_SensitiveSet::Matches (SelectBasics_SelectingVolumeManager& theMgr,
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SelectBasics_PickResult& thePickResult)
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{
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const BVH_Tree<Standard_Real, 3, BVH_BinaryTree>* aBVH = myContent->GetBVH().get();
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thePickResult = SelectBasics_PickResult (RealLast(), RealLast());
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if (myContent->Size() < 1 || !theMgr.Overlaps (aBVH->MinPoint (0),
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aBVH->MaxPoint (0)))
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{
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return Standard_False;
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}
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Standard_Integer aStack[32];
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Standard_Integer aNode = 0;
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Standard_Integer aHead = -1;
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Standard_Integer aMatchesNb = -1;
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Standard_Real aMinDepth = RealLast();
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for (;;)
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{
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const BVH_Vec4i& aData = aBVH->NodeInfoBuffer()[aNode];
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if (aData.x() == 0) // is inner node
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{
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const Standard_Integer aLftIdx = aData.y();
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const Standard_Integer aRghIdx = aData.z();
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Standard_Boolean isLftInside = Standard_True;
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Standard_Boolean isRghInside = Standard_True;
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Standard_Boolean toCheckLft = theMgr.Overlaps (aBVH->MinPoint (aLftIdx),
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aBVH->MaxPoint (aLftIdx),
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theMgr.IsOverlapAllowed() ? NULL : &isLftInside);
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Standard_Boolean toCheckRgh = theMgr.Overlaps (aBVH->MinPoint (aRghIdx),
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aBVH->MaxPoint (aRghIdx),
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theMgr.IsOverlapAllowed() ? NULL : &isRghInside);
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if (!theMgr.IsOverlapAllowed()) // inclusion test
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{
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if (!toCheckLft || !toCheckRgh)
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{
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return Standard_False; // no inclusion
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}
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toCheckLft &= !isLftInside;
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toCheckRgh &= !isRghInside;
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}
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if (toCheckLft || toCheckRgh)
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{
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aNode = toCheckLft ? aLftIdx : aRghIdx;
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if (toCheckLft && toCheckRgh)
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{
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aStack[++aHead] = aRghIdx;
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}
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}
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else
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{
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if (aHead < 0)
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break;
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aNode = aStack[aHead--];
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}
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}
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else
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{
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for (Standard_Integer anElemIdx = aData.y(); anElemIdx <= aData.z(); ++anElemIdx)
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{
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if (!theMgr.IsOverlapAllowed()) // inclusion test
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{
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if (!elementIsInside (theMgr, anElemIdx))
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{
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return Standard_False;
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}
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}
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else // overlap test
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{
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Standard_Real aCurrentDepth = aMinDepth;
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if (!overlapsElement (theMgr, anElemIdx, aCurrentDepth))
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{
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continue;
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}
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if (aMinDepth > aCurrentDepth)
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{
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aMinDepth = aCurrentDepth;
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myDetectedIdx = anElemIdx;
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}
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++aMatchesNb;
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}
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}
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if (aHead < 0)
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break;
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aNode = aStack[aHead--];
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}
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}
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if (aMatchesNb != -1)
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{
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thePickResult = SelectBasics_PickResult (aMinDepth, distanceToCOG (theMgr));
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}
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return !theMgr.IsOverlapAllowed() || aMatchesNb != -1;
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}
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//=======================================================================
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// function : BoundingBox
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// purpose : This method should be redefined in Select3D_SensitiveSet
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// descendants
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//=======================================================================
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Select3D_BndBox3d Select3D_SensitiveSet::BoundingBox()
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{
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return Select3D_BndBox3d (SelectMgr_Vec3 (RealLast()),
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SelectMgr_Vec3 (RealFirst()));
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}
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//=======================================================================
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// function : CenterOfGeometry
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// purpose : This method should be redefined in Select3D_SensitiveSet
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// descendants
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//=======================================================================
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gp_Pnt Select3D_SensitiveSet::CenterOfGeometry() const
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{
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return gp_Pnt (RealLast(), RealLast(), RealLast());
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}
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//=======================================================================
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// function : MarkDirty
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// purpose : Marks BVH tree of the set as outdated. It will be rebuild
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// at the next call of BVH()
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//=======================================================================
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void Select3D_SensitiveSet::MarkDirty()
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{
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myContent->MarkDirty();
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}
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//=======================================================================
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// function : Clear
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// purpose : Destroys cross-reference to avoid memory leak
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//=======================================================================
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void Select3D_SensitiveSet::Clear()
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{
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myContent.Nullify();
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}
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//=======================================================================
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// function : GetLeafNodeSize
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// purpose : Returns a number of nodes in 1 BVH leaf
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//=======================================================================
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Standard_Integer Select3D_SensitiveSet::GetLeafNodeSize() const
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{
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return myContent->GetLeafNodeSize();
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}
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