コード例 #1
0
/**
 * Converts contained object to byte vector.
 *
 * @param bytes Vector to fill.
 */
void GridFloatHasheableObject::convertToBytes(std::vector<int8_t>& bytes) const {
    int32_t val = floatToRawIntBits(floatVal);

    bytes.resize(sizeof(val));
    memset(&bytes[0], 0, sizeof(val));

    GridClientByteUtils::valueToBytes(val, &bytes[0], sizeof(val), GridClientByteUtils::LITTLE_ENDIAN_ORDER);
}
コード例 #2
0
/**
 * Returns a representation of the specified floating-point value
 * according to the IEEE 754 floating-point "single format" bit
 * layout.
 * <p>
 * Bit 31 (the bit that is selected by the mask
 * <code>0x80000000</code>) represents the sign of the floating-point
 * number.
 * Bits 30-23 (the bits that are selected by the mask
 * <code>0x7f800000</code>) represent the exponent.
 * Bits 22-0 (the bits that are selected by the mask
 * <code>0x007fffff</code>) represent the significand (sometimes called
 * the mantissa) of the floating-point number.
 * <p>If the argument is positive infinity, the result is
 * <code>0x7f800000</code>.
 * <p>If the argument is negative infinity, the result is
 * <code>0xff800000</code>.
 * <p>If the argument is NaN, the result is <code>0x7fc00000</code>.
 * <p>
 * In all cases, the result is an integer that, when given to the
 * {@link #intBitsToFloat(int)} method, will produce a floating-point
 * value the same as the argument to <code>floatToIntBits</code>
 * (except all NaN values are collapsed to a single
 * &quot;canonical&quot; NaN value).
 *
 * @param   value   a floating-point number.
 * @return the bits that represent the floating-point number.
 */
int32_t GridFloatHasheableObject::floatToIntBits(float val) {
    int32_t result = floatToRawIntBits(val);

    // Check for NaN based on values of bit fields, maximum
    // exponent and nonzero significand.
    if ( ((result & FloatConsts::EXP_BIT_MASK) ==  FloatConsts::EXP_BIT_MASK) &&
         (result & FloatConsts::SIGNIF_BIT_MASK) != 0)
        result = 0x7fc00000;

    return result;
}
コード例 #3
0
void BIH::subdivide(int left, int right, std::vector<uint32> &tempTree, buildData &dat, AABound &gridBox, AABound &nodeBox, int nodeIndex, int depth, BuildStats &stats)
{
    if ((right - left + 1) <= dat.maxPrims || depth >= MAX_STACK_SIZE)
    {
        // write leaf node
        stats.updateLeaf(depth, right - left + 1);
        createNode(tempTree, nodeIndex, left, right);
        return;
    }
    // calculate extents
    int axis = -1, prevAxis, rightOrig;
    float clipL = G3D::fnan(), clipR = G3D::fnan(), prevClip = G3D::fnan();
    float split = G3D::fnan(), prevSplit;
    bool wasLeft = true;
    while (true)
    {
        prevAxis = axis;
        prevSplit = split;
        // perform quick consistency checks
        Vector3 d( gridBox.hi - gridBox.lo );
        if (d.x < 0 || d.y < 0 || d.z < 0)
            throw std::logic_error("negative node extents");
        for (int i = 0; i < 3; i++)
        {
            if (nodeBox.hi[i] < gridBox.lo[i] || nodeBox.lo[i] > gridBox.hi[i])
            {
                //UI.printError(Module.ACCEL, "Reached tree area in error - discarding node with: %d objects", right - left + 1);
                throw std::logic_error("invalid node overlap");
            }
        }
        // find longest axis
        axis = d.primaryAxis();
        split = 0.5f * (gridBox.lo[axis] + gridBox.hi[axis]);
        // partition L/R subsets
        clipL = -G3D::inf();
        clipR = G3D::inf();
        rightOrig = right; // save this for later
        float nodeL = G3D::inf();
        float nodeR = -G3D::inf();
        for (int i = left; i <= right;)
        {
            int obj = dat.indices[i];
            float minb = dat.primBound[obj].low()[axis];
            float maxb = dat.primBound[obj].high()[axis];
            float center = (minb + maxb) * 0.5f;
            if (center <= split)
            {
                // stay left
                i++;
                if (clipL < maxb)
                    clipL = maxb;
            }
            else
            {
                // move to the right most
                int t = dat.indices[i];
                dat.indices[i] = dat.indices[right];
                dat.indices[right] = t;
                right--;
                if (clipR > minb)
                    clipR = minb;
            }
            nodeL = std::min(nodeL, minb);
            nodeR = std::max(nodeR, maxb);
        }
        // check for empty space
        if (nodeL > nodeBox.lo[axis] && nodeR < nodeBox.hi[axis])
        {
            float nodeBoxW = nodeBox.hi[axis] - nodeBox.lo[axis];
            float nodeNewW = nodeR - nodeL;
            // node box is too big compare to space occupied by primitives?
            if (1.3f * nodeNewW < nodeBoxW)
            {
                stats.updateBVH2();
                int nextIndex = tempTree.size();
                // allocate child
                tempTree.push_back(0);
                tempTree.push_back(0);
                tempTree.push_back(0);
                // write bvh2 clip node
                stats.updateInner();
                tempTree[nodeIndex + 0] = (axis << 30) | (1 << 29) | nextIndex;
                tempTree[nodeIndex + 1] = floatToRawIntBits(nodeL);
                tempTree[nodeIndex + 2] = floatToRawIntBits(nodeR);
                // update nodebox and recurse
                nodeBox.lo[axis] = nodeL;
                nodeBox.hi[axis] = nodeR;
                subdivide(left, rightOrig, tempTree, dat, gridBox, nodeBox, nextIndex, depth + 1, stats);
                return;
            }
        }
        // ensure we are making progress in the subdivision
        if (right == rightOrig)
        {
            // all left
            if (prevAxis == axis && G3D::fuzzyEq(prevSplit, split)) {
                // we are stuck here - create a leaf
                stats.updateLeaf(depth, right - left + 1);
                createNode(tempTree, nodeIndex, left, right);
                return;
            }
            if (clipL <= split) {
                // keep looping on left half
                gridBox.hi[axis] = split;
                prevClip = clipL;
                wasLeft = true;
                continue;
            }
            gridBox.hi[axis] = split;
            prevClip = G3D::fnan();
        }
        else if (left > right)
        {
            // all right
            if (prevAxis == axis && G3D::fuzzyEq(prevSplit, split)) {
                // we are stuck here - create a leaf
                stats.updateLeaf(depth, right - left + 1);
                createNode(tempTree, nodeIndex, left, right);
                return;
            }
            right = rightOrig;
            if (clipR >= split) {
                // keep looping on right half
                gridBox.lo[axis] = split;
                prevClip = clipR;
                wasLeft = false;
                continue;
            }
            gridBox.lo[axis] = split;
            prevClip = G3D::fnan();
        }
        else
        {
            // we are actually splitting stuff
            if (prevAxis != -1 && !isnan(prevClip))
            {
                // second time through - lets create the previous split
                // since it produced empty space
                int nextIndex = tempTree.size();
                // allocate child node
                tempTree.push_back(0);
                tempTree.push_back(0);
                tempTree.push_back(0);
                if (wasLeft) {
                    // create a node with a left child
                    // write leaf node
                    stats.updateInner();
                    tempTree[nodeIndex + 0] = (prevAxis << 30) | nextIndex;
                    tempTree[nodeIndex + 1] = floatToRawIntBits(prevClip);
                    tempTree[nodeIndex + 2] = floatToRawIntBits(G3D::inf());
                } else {
                    // create a node with a right child
                    // write leaf node
                    stats.updateInner();
                    tempTree[nodeIndex + 0] = (prevAxis << 30) | (nextIndex - 3);
                    tempTree[nodeIndex + 1] = floatToRawIntBits(-G3D::inf());
                    tempTree[nodeIndex + 2] = floatToRawIntBits(prevClip);
                }
                // count stats for the unused leaf
                depth++;
                stats.updateLeaf(depth, 0);
                // now we keep going as we are, with a new nodeIndex:
                nodeIndex = nextIndex;
            }
            break;
        }
    }
    // compute index of child nodes
    int nextIndex = tempTree.size();
    // allocate left node
    int nl = right - left + 1;
    int nr = rightOrig - (right + 1) + 1;
    if (nl > 0) {
        tempTree.push_back(0);
        tempTree.push_back(0);
        tempTree.push_back(0);
    } else
        nextIndex -= 3;
    // allocate right node
    if (nr > 0) {
        tempTree.push_back(0);
        tempTree.push_back(0);
        tempTree.push_back(0);
    }
    // write leaf node
    stats.updateInner();
    tempTree[nodeIndex + 0] = (axis << 30) | nextIndex;
    tempTree[nodeIndex + 1] = floatToRawIntBits(clipL);
    tempTree[nodeIndex + 2] = floatToRawIntBits(clipR);
    // prepare L/R child boxes
    AABound gridBoxL(gridBox), gridBoxR(gridBox);
    AABound nodeBoxL(nodeBox), nodeBoxR(nodeBox);
    gridBoxL.hi[axis] = gridBoxR.lo[axis] = split;
    nodeBoxL.hi[axis] = clipL;
    nodeBoxR.lo[axis] = clipR;
    // recurse
    if (nl > 0)
        subdivide(left, right, tempTree, dat, gridBoxL, nodeBoxL, nextIndex, depth + 1, stats);
    else
        stats.updateLeaf(depth + 1, 0);
    if (nr > 0)
        subdivide(right + 1, rightOrig, tempTree, dat, gridBoxR, nodeBoxR, nextIndex + 3, depth + 1, stats);
    else
        stats.updateLeaf(depth + 1, 0);
}