/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWMath *
* *
* $Archive:: /Commando/Code/wwmath/aabtreecull.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 7/24/01 10:00a $*
* *
* $Revision:: 15 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef AABTREECULL_H
#define AABTREECULL_H
#include "cullsys.h"
#include "aaplane.h"
#include "wwmath.h"
#include "mempool.h"
#include "simplevec.h"
#include
#include
class AABTreeNodeClass;
class ChunkLoadClass;
class ChunkSaveClass;
class SphereClass;
/**
** AABTreeCullSystemClass
** Derived culling system that uses an Axis-Aligned Bounding Box Tree
*/
class AABTreeCullSystemClass : public CullSystemClass
{
public:
AABTreeCullSystemClass(void);
virtual ~AABTreeCullSystemClass(void);
/*
** Re-partition the tree. Two methods can be used to accomplish this. The
** first re-partitions the tree based on the objects contained within, the second
** re-partitions the tree based solely on a set of input "seed" boxes. Each seed
** box will become a leaf; then the objects will be re-inserted in the new tree.
*/
void Re_Partition(void);
void Re_Partition(const AABoxClass & bounds,SimpleDynVecClass & boxes);
/*
** Update_Bounding_Boxes. This function causes all bounding boxes in the tree to update themselves.
** If any box is found to not bound the objects it is supposed to contain, the box is updated
** Note that this is normally not necessary, the reason this function existsis due to the fact
** that the renegade level editor tries to do everything possible to not discard the precalculated
** visibilty data for a level. In some cases, we want to load geometry that has been edited back
** into the same AABTree without re-partitioning.
*/
void Update_Bounding_Boxes(void);
/*
** Re-insert an object into the tree
*/
virtual void Update_Culling(CullableClass * obj);
/*
** Statistics about the AAB-Tree
*/
int Partition_Node_Count(void) const;
int Partition_Tree_Depth(void) const;
int Object_Count(void) const;
/*
** Collect objects which overlap the given primitive
*/
virtual void Collect_Objects(const Vector3 & point);
virtual void Collect_Objects(const AABoxClass & box);
virtual void Collect_Objects(const OBBoxClass & box);
virtual void Collect_Objects(const FrustumClass & frustum);
virtual void Collect_Objects(const SphereClass & sphere);
/*
** Load and Save a description of this AAB-Tree and its contents
*/
virtual void Load(ChunkLoadClass & cload);
virtual void Save(ChunkSaveClass & csave);
/*
** Save an objects linkage, load the linkage and re-link the object
*/
void Load_Object_Linkage(ChunkLoadClass & cload,CullableClass * obj);
void Save_Object_Linkage(ChunkSaveClass & csave,CullableClass * obj);
/*
** Bounding box of the entire tree
*/
const AABoxClass & Get_Bounding_Box(void);
void Get_Node_Bounds(int node_id,AABoxClass * set_bounds);
/*
** Statistics
*/
struct StatsStruct
{
int NodeCount;
int NodesAccepted;
int NodesTriviallyAccepted;
int NodesRejected;
};
void Reset_Statistics(void);
const StatsStruct & Get_Statistics(void);
protected:
/*
** Internal stat tracking
*/
#ifdef WWDEBUG
void NODE_ACCEPTED(void) { Stats.NodesAccepted ++; }
void NODE_TRIVIALLY_ACCEPTED(void) { Stats.NodesTriviallyAccepted ++; }
void NODE_REJECTED(void) { Stats.NodesRejected ++; }
#else
void NODE_ACCEPTED(void) { }
void NODE_TRIVIALLY_ACCEPTED(void) { }
void NODE_REJECTED(void) { }
#endif
/*
** Internal functions
*/
void Add_Object_Internal(CullableClass * obj,int node_index = -1);
void Remove_Object_Internal(CullableClass * obj);
void Re_Index_Nodes(void);
void Re_Index_Nodes_Recursive(AABTreeNodeClass * node,int & counter);
int Partition_Node_Count_Recursive(AABTreeNodeClass * node) const;
void Partition_Tree_Depth_Recursive(AABTreeNodeClass * node,int cur_depth,int & max_depth) const;
void Add_Object_Recursive(AABTreeNodeClass * node,CullableClass * obj);
void Add_Loaded_Object(AABTreeNodeClass * node,CullableClass * obj);
void Collect_Objects_Recursive(AABTreeNodeClass * node);
void Collect_Objects_Recursive(AABTreeNodeClass * node,const Vector3 & point);
void Collect_Objects_Recursive(AABTreeNodeClass * node,const AABoxClass & box);
void Collect_Objects_Recursive(AABTreeNodeClass * node,const OBBoxClass & box);
void Collect_Objects_Recursive(AABTreeNodeClass * node,const FrustumClass & frustum);
void Collect_Objects_Recursive(AABTreeNodeClass * node,const FrustumClass & frustum,int planes_passed);
void Collect_Objects_Recursive(AABTreeNodeClass * node,const SphereClass & sphere);
void Update_Bounding_Boxes_Recursive(AABTreeNodeClass * node);
void Load_Nodes(AABTreeNodeClass * node,ChunkLoadClass & cload);
void Save_Nodes(AABTreeNodeClass * node,ChunkSaveClass & csave);
virtual void Load_Node_Contents(AABTreeNodeClass * /*node*/,ChunkLoadClass & /*cload*/) { }
virtual void Save_Node_Contents(AABTreeNodeClass * /*node*/,ChunkSaveClass & /*csave*/) { }
AABTreeNodeClass * RootNode; // root of the AAB-Tree
int ObjectCount; // number of objects in the system
int NodeCount; // number of nodes
AABTreeNodeClass ** IndexedNodes; // index access to the nodes
StatsStruct Stats;
friend class AABTreeIterator;
};
/**
** AABTreeIterator
** This iterator allows the user to walk a tree. It can return the index of the current
** node and the bounds of the current node.
*/
class AABTreeIterator
{
public:
AABTreeIterator(AABTreeCullSystemClass * tree);
void Reset(void);
bool Enter_Parent(void);
bool Enter_Sibling(void);
bool Has_Front_Child(void);
bool Enter_Front_Child(void);
bool Has_Back_Child(void);
bool Enter_Back_Child(void);
int Get_Current_Node_Index(void);
void Get_Current_Box(AABoxClass * set_box);
private:
void validate(void);
AABTreeCullSystemClass * Tree;
int CurNodeIndex;
};
/**
** TypedAABTreeCullSystemClass
** This template adds type-safety to an AABTree. It allows you to create trees
** containing a particular type of object (the class must be derived from CullableClass though)
*/
template class TypedAABTreeCullSystemClass : public AABTreeCullSystemClass
{
public:
virtual void Add_Object(T * obj,int node_index=-1) { Add_Object_Internal(obj,node_index); }
virtual void Remove_Object(T * obj) { Remove_Object_Internal(obj); }
T * Get_First_Collected_Object(void) { return (T*)Get_First_Collected_Object_Internal(); }
T * Get_Next_Collected_Object(T * obj) { return (T*)Get_Next_Collected_Object_Internal(obj); }
T * Peek_First_Collected_Object(void) { return (T*)Peek_First_Collected_Object_Internal(); }
T * Peek_Next_Collected_Object(T * obj) { return (T*)Peek_Next_Collected_Object_Internal(obj); }
};
/**
** AABTreeNodeClass - the aab-tree is built out of these objects
** CullableClass's can be linked into any of these nodes. Whenever the
** tree is re-built, all objects will end up in the leaf nodes. Between
** re-builds, as objects are added, they will be placed as deep into the
** tree as possible.
*/
class AABTreeNodeClass : public AutoPoolClass
{
public:
AABTreeNodeClass(void);
~AABTreeNodeClass(void);
void Add_Object(CullableClass * obj,bool update_bounds = true);
void Remove_Object(CullableClass * obj);
int Object_Count(void);
CullableClass * Peek_Object(int index);
uint32 Index; // Index of this node
AABoxClass Box; // Bounding box of the node
AABTreeNodeClass * Parent; // parent of this node
AABTreeNodeClass * Front; // front node
AABTreeNodeClass * Back; // back node
CullableClass * Object; // objects in this node
uint32 UserData; // 32bit field for the user, initialized to 0
/*
** Construction support:
*/
struct SplitChoiceStruct
{
SplitChoiceStruct(void) : Cost(FLT_MAX),FrontCount(0),BackCount(0),Plane(AAPlaneClass::XNORMAL,0.0f)
{
FrontBox.Init_Empty();
BackBox.Init_Empty();
}
float Cost;
int FrontCount;
int BackCount;
MinMaxAABoxClass FrontBox;
MinMaxAABoxClass BackBox;
AAPlaneClass Plane;
};
void Compute_Bounding_Box(void);
void Compute_Local_Bounding_Box(void);
float Compute_Volume(void);
void Transfer_Objects(AABTreeNodeClass * dummy_node);
/*
** Partition the tree based on the objects contained.
*/
void Partition(void);
void Split_Objects( const SplitChoiceStruct & sc,
AABTreeNodeClass * front,
AABTreeNodeClass * back);
/*
** Partition the tree based on a set of input "seed" boxes.
*/
void Partition(const AABoxClass & bounds,SimpleDynVecClass & boxes);
void Split_Boxes( const SplitChoiceStruct & sc,
SimpleDynVecClass & boxes,
SimpleDynVecClass & frontboxes,
SimpleDynVecClass & backboxes);
/*
** Functions used by both partitioning algorithms
*/
void Select_Splitting_Plane(SplitChoiceStruct * sc,SimpleDynVecClass & boxes);
void Select_Splitting_Plane_Brute_Force(SplitChoiceStruct * sc,SimpleDynVecClass & boxes);
void Compute_Score(SplitChoiceStruct * sc,SimpleDynVecClass & boxes);
};
/*
** AABTreeLinkClass
** This structure is used to link objects into an AAB-Tree culling system.
*/
class AABTreeLinkClass : public CullLinkClass, public AutoPoolClass
{
public:
AABTreeLinkClass(AABTreeCullSystemClass * system) : CullLinkClass(system),Node(NULL), NextObject(NULL) { }
AABTreeNodeClass * Node; // partition node containing this object
CullableClass * NextObject; // next object in the node
};
#endif // AABTREECULL_H