summaryrefslogtreecommitdiffhomepage
path: root/Opcode/OPC_OptimizedTree.cpp
blob: e2abe600541a93e416745ba0a1b1ea17fd846342 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
 *	OPCODE - Optimized Collision Detection
 *	Copyright (C) 2001 Pierre Terdiman
 *	Homepage: http://www.codercorner.com/Opcode.htm
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Contains code for optimized trees. Implements 4 trees:
 *	- normal
 *	- no leaf
 *	- quantized
 *	- no leaf / quantized
 *
 *	\file		OPC_OptimizedTree.cpp
 *	\author		Pierre Terdiman
 *	\date		March, 20, 2001
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	A standard AABB tree.
 *
 *	\class		AABBCollisionTree
 *	\author		Pierre Terdiman
 *	\version	1.3
 *	\date		March, 20, 2001
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	A no-leaf AABB tree.
 *
 *	\class		AABBNoLeafTree
 *	\author		Pierre Terdiman
 *	\version	1.3
 *	\date		March, 20, 2001
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	A quantized AABB tree.
 *
 *	\class		AABBQuantizedTree
 *	\author		Pierre Terdiman
 *	\version	1.3
 *	\date		March, 20, 2001
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	A quantized no-leaf AABB tree.
 *
 *	\class		AABBQuantizedNoLeafTree
 *	\author		Pierre Terdiman
 *	\version	1.3
 *	\date		March, 20, 2001
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Precompiled Header
#include "Stdafx.h"

using namespace Opcode;

//! Compilation flag:
//! - true to fix quantized boxes (i.e. make sure they enclose the original ones)
//! - false to see the effects of quantization errors (faster, but wrong results in some cases)
static bool gFixQuantized = true;

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Builds an implicit tree from a standard one. An implicit tree is a complete tree (2*N-1 nodes) whose negative
 *	box pointers and primitive pointers have been made implicit, hence packing 3 pointers in one.
 *
 *	Layout for implicit trees:
 *	Node:
 *			- box
 *			- data (32-bits value)
 *
 *	if data's LSB = 1 =>	remaining bits are a primitive pointer
 *	else					remaining bits are a P-node pointer, and N = P + 1
 *
 *	\relates	AABBCollisionNode
 *	\fn			_BuildCollisionTree(AABBCollisionNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
 *	\param		linear			[in] base address of destination nodes
 *	\param		box_id			[in] index of destination node
 *	\param		current_id		[in] current running index
 *	\param		current_node	[in] current node from input tree
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void _BuildCollisionTree(AABBCollisionNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
{
	// Current node from input tree is "current_node". Must be flattened into "linear[boxid]".

	// Store the AABB
	current_node->GetAABB()->GetCenter(linear[box_id].mAABB.mCenter);
	current_node->GetAABB()->GetExtents(linear[box_id].mAABB.mExtents);
	// Store remaining info
	if(current_node->IsLeaf())
	{
		// The input tree must be complete => i.e. one primitive/leaf
		ASSERT(current_node->GetNbPrimitives()==1);
		// Get the primitive index from the input tree
		udword PrimitiveIndex = current_node->GetPrimitives()[0];
		// Setup box data as the primitive index, marked as leaf
		linear[box_id].mData = (PrimitiveIndex<<1)|1;
	}
	else
	{
		// To make the negative one implicit, we must store P and N in successive order
		udword PosID = current_id++;	// Get a new id for positive child
		udword NegID = current_id++;	// Get a new id for negative child
		// Setup box data as the forthcoming new P pointer
		linear[box_id].mData = (udword)&linear[PosID];
		// Make sure it's not marked as leaf
		ASSERT(!(linear[box_id].mData&1));
		// Recurse with new IDs
		_BuildCollisionTree(linear, PosID, current_id, current_node->GetPos());
		_BuildCollisionTree(linear, NegID, current_id, current_node->GetNeg());
	}
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Builds a "no-leaf" tree from a standard one. This is a tree whose leaf nodes have been removed.
 *
 *	Layout for no-leaf trees:
 *
 *	Node:
 *			- box
 *			- P pointer => a node (LSB=0) or a primitive (LSB=1)
 *			- N pointer => a node (LSB=0) or a primitive (LSB=1)
 *
 *	\relates	AABBNoLeafNode
 *	\fn			_BuildNoLeafTree(AABBNoLeafNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
 *	\param		linear			[in] base address of destination nodes
 *	\param		box_id			[in] index of destination node
 *	\param		current_id		[in] current running index
 *	\param		current_node	[in] current node from input tree
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void _BuildNoLeafTree(AABBNoLeafNode* linear, const udword box_id, udword& current_id, const AABBTreeNode* current_node)
{
	const AABBTreeNode* P = current_node->GetPos();
	const AABBTreeNode* N = current_node->GetNeg();
	// Leaf nodes here?!
	ASSERT(P);
	ASSERT(N);
	// Internal node => keep the box
	current_node->GetAABB()->GetCenter(linear[box_id].mAABB.mCenter);
	current_node->GetAABB()->GetExtents(linear[box_id].mAABB.mExtents);

	if(P->IsLeaf())
	{
		// The input tree must be complete => i.e. one primitive/leaf
		ASSERT(P->GetNbPrimitives()==1);
		// Get the primitive index from the input tree
		udword PrimitiveIndex = P->GetPrimitives()[0];
		// Setup prev box data as the primitive index, marked as leaf
		linear[box_id].mPosData = (PrimitiveIndex<<1)|1;
	}
	else
	{
		// Get a new id for positive child
		udword PosID = current_id++;
		// Setup box data
		linear[box_id].mPosData = (udword)&linear[PosID];
		// Make sure it's not marked as leaf
		ASSERT(!(linear[box_id].mPosData&1));
		// Recurse
		_BuildNoLeafTree(linear, PosID, current_id, P);
	}

	if(N->IsLeaf())
	{
		// The input tree must be complete => i.e. one primitive/leaf
		ASSERT(N->GetNbPrimitives()==1);
		// Get the primitive index from the input tree
		udword PrimitiveIndex = N->GetPrimitives()[0];
		// Setup prev box data as the primitive index, marked as leaf
		linear[box_id].mNegData = (PrimitiveIndex<<1)|1;
	}
	else
	{
		// Get a new id for negative child
		udword NegID = current_id++;
		// Setup box data
		linear[box_id].mNegData = (udword)&linear[NegID];
		// Make sure it's not marked as leaf
		ASSERT(!(linear[box_id].mNegData&1));
		// Recurse
		_BuildNoLeafTree(linear, NegID, current_id, N);
	}
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Constructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBCollisionTree::AABBCollisionTree() : mNodes(null)
{
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Destructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBCollisionTree::~AABBCollisionTree()
{
	DELETEARRAY(mNodes);
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Builds the collision tree from a generic AABB tree.
 *	\param		tree			[in] generic AABB tree
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBCollisionTree::Build(AABBTree* tree)
{
	// Checkings
	if(!tree)	return false;
	// Check the input tree is complete
	udword NbTriangles	= tree->GetNbPrimitives();
	udword NbNodes		= tree->GetNbNodes();
	if(NbNodes!=NbTriangles*2-1)	return false;

	// Get nodes
	if(mNbNodes!=NbNodes)	// Same number of nodes => keep moving
	{
		mNbNodes = NbNodes;
		DELETEARRAY(mNodes);
		mNodes = new AABBCollisionNode[mNbNodes];
		CHECKALLOC(mNodes);
	}

	// Build the tree
	udword CurID = 1;
	_BuildCollisionTree(mNodes, 0, CurID, tree);
	ASSERT(CurID==mNbNodes);

	return true;
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Refits the collision tree after vertices have been modified.
 *	\param		mesh_interface	[in] mesh interface for current model
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBCollisionTree::Refit(const MeshInterface* mesh_interface)
{
	ASSERT(!"Not implemented since AABBCollisionTrees have twice as more nodes to refit as AABBNoLeafTrees!");
	return false;
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Walks the tree and call the user back for each node.
 *	\param		callback	[in] walking callback
 *	\param		user_data	[in] callback's user data
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBCollisionTree::Walk(GenericWalkingCallback callback, void* user_data) const
{
	if(!callback)	return false;

	struct Local
	{
		static void _Walk(const AABBCollisionNode* current_node, GenericWalkingCallback callback, void* user_data)
		{
			if(!current_node || !(callback)(current_node, user_data))	return;

			if(!current_node->IsLeaf())
			{
				_Walk(current_node->GetPos(), callback, user_data);
				_Walk(current_node->GetNeg(), callback, user_data);
			}
		}
	};
	Local::_Walk(mNodes, callback, user_data);
	return true;
}


///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Constructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBNoLeafTree::AABBNoLeafTree() : mNodes(null)
{
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Destructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBNoLeafTree::~AABBNoLeafTree()
{
	DELETEARRAY(mNodes);
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Builds the collision tree from a generic AABB tree.
 *	\param		tree			[in] generic AABB tree
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBNoLeafTree::Build(AABBTree* tree)
{
	// Checkings
	if(!tree)	return false;
	// Check the input tree is complete
	udword NbTriangles	= tree->GetNbPrimitives();
	udword NbNodes		= tree->GetNbNodes();
	if(NbNodes!=NbTriangles*2-1)	return false;

	// Get nodes
	if(mNbNodes!=NbTriangles-1)	// Same number of nodes => keep moving
	{
		mNbNodes = NbTriangles-1;
		DELETEARRAY(mNodes);
		mNodes = new AABBNoLeafNode[mNbNodes];
		CHECKALLOC(mNodes);
	}

	// Build the tree
	udword CurID = 1;
	_BuildNoLeafTree(mNodes, 0, CurID, tree);
	ASSERT(CurID==mNbNodes);

	return true;
}

inline_ void ComputeMinMax(IcePoint& min, IcePoint& max, const VertexPointers& vp)
{
	// Compute triangle's AABB = a leaf box
#ifdef OPC_USE_FCOMI	// a 15% speedup on my machine, not much
	min.x = FCMin3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);
	max.x = FCMax3(vp.Vertex[0]->x, vp.Vertex[1]->x, vp.Vertex[2]->x);

	min.y = FCMin3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);
	max.y = FCMax3(vp.Vertex[0]->y, vp.Vertex[1]->y, vp.Vertex[2]->y);

	min.z = FCMin3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
	max.z = FCMax3(vp.Vertex[0]->z, vp.Vertex[1]->z, vp.Vertex[2]->z);
#else
	min = *vp.Vertex[0];
	max = *vp.Vertex[0];
	min.Min(*vp.Vertex[1]);
	max.Max(*vp.Vertex[1]);
	min.Min(*vp.Vertex[2]);
	max.Max(*vp.Vertex[2]);
#endif
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Refits the collision tree after vertices have been modified.
 *	\param		mesh_interface	[in] mesh interface for current model
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBNoLeafTree::Refit(const MeshInterface* mesh_interface)
{
	// Checkings
	if(!mesh_interface)	return false;

	// Bottom-up update
	VertexPointers VP;
	IcePoint Min,Max;
	IcePoint Min_,Max_;
	udword Index = mNbNodes;
	while(Index--)
	{
		AABBNoLeafNode& Current = mNodes[Index];

		if(Current.HasPosLeaf())
		{
			mesh_interface->GetTriangle(VP, Current.GetPosPrimitive());
			ComputeMinMax(Min, Max, VP);
		}
		else
		{
			const CollisionAABB& CurrentBox = Current.GetPos()->mAABB;
			CurrentBox.GetMin(Min);
			CurrentBox.GetMax(Max);
		}

		if(Current.HasNegLeaf())
		{
			mesh_interface->GetTriangle(VP, Current.GetNegPrimitive());
			ComputeMinMax(Min_, Max_, VP);
		}
		else
		{
			const CollisionAABB& CurrentBox = Current.GetNeg()->mAABB;
			CurrentBox.GetMin(Min_);
			CurrentBox.GetMax(Max_);
		}
#ifdef OPC_USE_FCOMI
		Min.x = FCMin2(Min.x, Min_.x);
		Max.x = FCMax2(Max.x, Max_.x);
		Min.y = FCMin2(Min.y, Min_.y);
		Max.y = FCMax2(Max.y, Max_.y);
		Min.z = FCMin2(Min.z, Min_.z);
		Max.z = FCMax2(Max.z, Max_.z);
#else
		Min.Min(Min_);
		Max.Max(Max_);
#endif
		Current.mAABB.SetMinMax(Min, Max);
	}
	return true;
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Walks the tree and call the user back for each node.
 *	\param		callback	[in] walking callback
 *	\param		user_data	[in] callback's user data
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBNoLeafTree::Walk(GenericWalkingCallback callback, void* user_data) const
{
	if(!callback)	return false;

	struct Local
	{
		static void _Walk(const AABBNoLeafNode* current_node, GenericWalkingCallback callback, void* user_data)
		{
			if(!current_node || !(callback)(current_node, user_data))	return;

			if(!current_node->HasPosLeaf())	_Walk(current_node->GetPos(), callback, user_data);
			if(!current_node->HasNegLeaf())	_Walk(current_node->GetNeg(), callback, user_data);
		}
	};
	Local::_Walk(mNodes, callback, user_data);
	return true;
}

// Quantization notes:
// - We could use the highest bits of mData to store some more quantized bits. Dequantization code
//   would be slightly more complex, but number of overlap tests would be reduced (and anyhow those
//   bits are currently wasted). Of course it's not possible if we move to 16 bits mData.
// - Something like "16 bits floats" could be tested, to bypass the int-to-float conversion.
// - A dedicated BV-BV test could be used, dequantizing while testing for overlap. (i.e. it's some
//   lazy-dequantization which may save some work in case of early exits). At the very least some
//   muls could be saved by precomputing several more matrices. But maybe not worth the pain.
// - Do we need to dequantize anyway? Not doing the extents-related muls only implies the box has
//   been scaled, for example.
// - The deeper we move into the hierarchy, the smaller the extents should be. May not need a fixed
//   number of quantization bits. Even better, could probably be best delta-encoded.


// Find max values. Some people asked why I wasn't simply using the first node. Well, I can't.
// I'm not looking for (min, max) values like in a standard AABB, I'm looking for the extremal
// centers/extents in order to quantize them. The first node would only give a single center and
// a single extents. While extents would be the biggest, the center wouldn't.
#define FIND_MAX_VALUES																			\
	/* Get max values */																		\
	IcePoint CMax(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);												\
	IcePoint EMax(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);												\
	for(udword i=0;i<mNbNodes;i++)																\
	{																							\
		if(fabsf(Nodes[i].mAABB.mCenter.x)>CMax.x)	CMax.x = fabsf(Nodes[i].mAABB.mCenter.x);	\
		if(fabsf(Nodes[i].mAABB.mCenter.y)>CMax.y)	CMax.y = fabsf(Nodes[i].mAABB.mCenter.y);	\
		if(fabsf(Nodes[i].mAABB.mCenter.z)>CMax.z)	CMax.z = fabsf(Nodes[i].mAABB.mCenter.z);	\
		if(fabsf(Nodes[i].mAABB.mExtents.x)>EMax.x)	EMax.x = fabsf(Nodes[i].mAABB.mExtents.x);	\
		if(fabsf(Nodes[i].mAABB.mExtents.y)>EMax.y)	EMax.y = fabsf(Nodes[i].mAABB.mExtents.y);	\
		if(fabsf(Nodes[i].mAABB.mExtents.z)>EMax.z)	EMax.z = fabsf(Nodes[i].mAABB.mExtents.z);	\
	}

#define INIT_QUANTIZATION													\
	udword nbc=15;	/* Keep one bit for sign */								\
	udword nbe=15;	/* Keep one bit for fix */								\
	if(!gFixQuantized) nbe++;												\
																			\
	/* Compute quantization coeffs */										\
	IcePoint CQuantCoeff, EQuantCoeff;											\
	CQuantCoeff.x = CMax.x!=0.0f ? float((1<<nbc)-1)/CMax.x : 0.0f;			\
	CQuantCoeff.y = CMax.y!=0.0f ? float((1<<nbc)-1)/CMax.y : 0.0f;			\
	CQuantCoeff.z = CMax.z!=0.0f ? float((1<<nbc)-1)/CMax.z : 0.0f;			\
	EQuantCoeff.x = EMax.x!=0.0f ? float((1<<nbe)-1)/EMax.x : 0.0f;			\
	EQuantCoeff.y = EMax.y!=0.0f ? float((1<<nbe)-1)/EMax.y : 0.0f;			\
	EQuantCoeff.z = EMax.z!=0.0f ? float((1<<nbe)-1)/EMax.z : 0.0f;			\
	/* Compute and save dequantization coeffs */							\
	mCenterCoeff.x = CQuantCoeff.x!=0.0f ? 1.0f / CQuantCoeff.x : 0.0f;		\
	mCenterCoeff.y = CQuantCoeff.y!=0.0f ? 1.0f / CQuantCoeff.y : 0.0f;		\
	mCenterCoeff.z = CQuantCoeff.z!=0.0f ? 1.0f / CQuantCoeff.z : 0.0f;		\
	mExtentsCoeff.x = EQuantCoeff.x!=0.0f ? 1.0f / EQuantCoeff.x : 0.0f;	\
	mExtentsCoeff.y = EQuantCoeff.y!=0.0f ? 1.0f / EQuantCoeff.y : 0.0f;	\
	mExtentsCoeff.z = EQuantCoeff.z!=0.0f ? 1.0f / EQuantCoeff.z : 0.0f;	\

#define PERFORM_QUANTIZATION														\
	/* Quantize */																	\
	mNodes[i].mAABB.mCenter[0] = sword(Nodes[i].mAABB.mCenter.x * CQuantCoeff.x);	\
	mNodes[i].mAABB.mCenter[1] = sword(Nodes[i].mAABB.mCenter.y * CQuantCoeff.y);	\
	mNodes[i].mAABB.mCenter[2] = sword(Nodes[i].mAABB.mCenter.z * CQuantCoeff.z);	\
	mNodes[i].mAABB.mExtents[0] = uword(Nodes[i].mAABB.mExtents.x * EQuantCoeff.x);	\
	mNodes[i].mAABB.mExtents[1] = uword(Nodes[i].mAABB.mExtents.y * EQuantCoeff.y);	\
	mNodes[i].mAABB.mExtents[2] = uword(Nodes[i].mAABB.mExtents.z * EQuantCoeff.z);	\
	/* Fix quantized boxes */														\
	if(gFixQuantized)																\
	{																				\
		/* Make sure the quantized box is still valid */							\
		IcePoint Max = Nodes[i].mAABB.mCenter + Nodes[i].mAABB.mExtents;				\
		IcePoint Min = Nodes[i].mAABB.mCenter - Nodes[i].mAABB.mExtents;				\
		/* For each axis */															\
		for(udword j=0;j<3;j++)														\
		{	/* Dequantize the box center */											\
			float qc = float(mNodes[i].mAABB.mCenter[j]) * mCenterCoeff[j];			\
			bool FixMe=true;														\
			do																		\
			{	/* Dequantize the box extent */										\
				float qe = float(mNodes[i].mAABB.mExtents[j]) * mExtentsCoeff[j];	\
				/* Compare real & dequantized values */								\
				if(qc+qe<Max[j] || qc-qe>Min[j])	mNodes[i].mAABB.mExtents[j]++;	\
				else								FixMe=false;					\
				/* Prevent wrapping */												\
				if(!mNodes[i].mAABB.mExtents[j])									\
				{																	\
					mNodes[i].mAABB.mExtents[j]=0xffff;								\
					FixMe=false;													\
				}																	\
			}while(FixMe);															\
		}																			\
	}

#define REMAP_DATA(member)											\
	/* Fix data */													\
	Data = Nodes[i].member;											\
	if(!(Data&1))													\
	{																\
		/* Compute box number */									\
		udword Nb = (Data - udword(Nodes))/Nodes[i].GetNodeSize();	\
		Data = udword(&mNodes[Nb]);									\
	}																\
	/* ...remapped */												\
	mNodes[i].member = Data;

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Constructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBQuantizedTree::AABBQuantizedTree() : mNodes(null)
{
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Destructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBQuantizedTree::~AABBQuantizedTree()
{
	DELETEARRAY(mNodes);
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Builds the collision tree from a generic AABB tree.
 *	\param		tree			[in] generic AABB tree
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBQuantizedTree::Build(AABBTree* tree)
{
	// Checkings
	if(!tree)	return false;
	// Check the input tree is complete
	udword NbTriangles	= tree->GetNbPrimitives();
	udword NbNodes		= tree->GetNbNodes();
	if(NbNodes!=NbTriangles*2-1)	return false;

	// Get nodes
	mNbNodes = NbNodes;
	DELETEARRAY(mNodes);
	AABBCollisionNode* Nodes = new AABBCollisionNode[mNbNodes];
	CHECKALLOC(Nodes);

	// Build the tree
	udword CurID = 1;
	_BuildCollisionTree(Nodes, 0, CurID, tree);

	// Quantize
	{
		mNodes = new AABBQuantizedNode[mNbNodes];
		CHECKALLOC(mNodes);

		// Get max values
		FIND_MAX_VALUES

		// Quantization
		INIT_QUANTIZATION

		// Quantize
		udword Data;
		for(udword i=0;i<mNbNodes;i++)
		{
			PERFORM_QUANTIZATION
			REMAP_DATA(mData)
		}

		DELETEARRAY(Nodes);
	}

	return true;
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Refits the collision tree after vertices have been modified.
 *	\param		mesh_interface	[in] mesh interface for current model
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBQuantizedTree::Refit(const MeshInterface* mesh_interface)
{
	ASSERT(!"Not implemented since requantizing is painful !");
	return false;
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Walks the tree and call the user back for each node.
 *	\param		callback	[in] walking callback
 *	\param		user_data	[in] callback's user data
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBQuantizedTree::Walk(GenericWalkingCallback callback, void* user_data) const
{
	if(!callback)	return false;

	struct Local
	{
		static void _Walk(const AABBQuantizedNode* current_node, GenericWalkingCallback callback, void* user_data)
		{
			if(!current_node || !(callback)(current_node, user_data))	return;

			if(!current_node->IsLeaf())
			{
				_Walk(current_node->GetPos(), callback, user_data);
				_Walk(current_node->GetNeg(), callback, user_data);
			}
		}
	};
	Local::_Walk(mNodes, callback, user_data);
	return true;
}



///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Constructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBQuantizedNoLeafTree::AABBQuantizedNoLeafTree() : mNodes(null)
{
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Destructor.
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AABBQuantizedNoLeafTree::~AABBQuantizedNoLeafTree()
{
	DELETEARRAY(mNodes);
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Builds the collision tree from a generic AABB tree.
 *	\param		tree			[in] generic AABB tree
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBQuantizedNoLeafTree::Build(AABBTree* tree)
{
	// Checkings
	if(!tree)	return false;
	// Check the input tree is complete
	udword NbTriangles	= tree->GetNbPrimitives();
	udword NbNodes		= tree->GetNbNodes();
	if(NbNodes!=NbTriangles*2-1)	return false;

	// Get nodes
	mNbNodes = NbTriangles-1;
	DELETEARRAY(mNodes);
	AABBNoLeafNode* Nodes = new AABBNoLeafNode[mNbNodes];
	CHECKALLOC(Nodes);

	// Build the tree
	udword CurID = 1;
	_BuildNoLeafTree(Nodes, 0, CurID, tree);
	ASSERT(CurID==mNbNodes);

	// Quantize
	{
		mNodes = new AABBQuantizedNoLeafNode[mNbNodes];
		CHECKALLOC(mNodes);

		// Get max values
		FIND_MAX_VALUES

		// Quantization
		INIT_QUANTIZATION

		// Quantize
		udword Data;
		for(udword i=0;i<mNbNodes;i++)
		{
			PERFORM_QUANTIZATION
			REMAP_DATA(mPosData)
			REMAP_DATA(mNegData)
		}

		DELETEARRAY(Nodes);
	}

	return true;
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Refits the collision tree after vertices have been modified.
 *	\param		mesh_interface	[in] mesh interface for current model
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBQuantizedNoLeafTree::Refit(const MeshInterface* mesh_interface)
{
	ASSERT(!"Not implemented since requantizing is painful !");
	return false;
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Walks the tree and call the user back for each node.
 *	\param		callback	[in] walking callback
 *	\param		user_data	[in] callback's user data
 *	\return		true if success
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool AABBQuantizedNoLeafTree::Walk(GenericWalkingCallback callback, void* user_data) const
{
	if(!callback)	return false;

	struct Local
	{
		static void _Walk(const AABBQuantizedNoLeafNode* current_node, GenericWalkingCallback callback, void* user_data)
		{
			if(!current_node || !(callback)(current_node, user_data))	return;

			if(!current_node->HasPosLeaf())	_Walk(current_node->GetPos(), callback, user_data);
			if(!current_node->HasNegLeaf())	_Walk(current_node->GetNeg(), callback, user_data);
		}
	};
	Local::_Walk(mNodes, callback, user_data);
	return true;
}