Local project added

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2025-10-19 22:56:25 +02:00
parent 7c15a8b78d
commit 8124165e9b
96 changed files with 17552 additions and 0 deletions

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using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
// Layout for the GPU buffer: must match HLSL struct exactly and size-aligned.
[StructLayout(LayoutKind.Sequential)]
public struct LinearNode
{
// ---- Bloc 1 (16 bytes)
public float penetrationFactor; // 4
public float reflexionFactor; // 4
public uint childMask; // 4
public int childBase; // 4
// ---- Bloc 7 (16 bytes)
public uint isLeaf; // 4
public uint isOccupied; // 4
public uint pad0; // 4
public uint pad1; // 4
}
public struct LinearTree
{
public LinearNode[] nodes;
public int rootIndex;
}
public static class OctreeGpuHelpers
{
// Flatten the recursive octree into a linear array.
// Returns LinearNode[] and root index (should be 0)
public static LinearTree FlattenOctree(OctreeNode root)
{
nodeToSig = new Dictionary<OctreeNode, string>(ReferenceEqualityComparer<OctreeNode>.Default);
sigToIndex = new Dictionary<string, int>();
List<LinearNode> flatNodes = new List<LinearNode>();
flatNodes.Add(new LinearNode());
int rootIndex = BuildNode(root, flatNodes, 0);
LinearTree linearTree;
linearTree.rootIndex = rootIndex;
linearTree.nodes = flatNodes.ToArray();
nodeToSig = null;
return linearTree;
}
private static Dictionary<OctreeNode, string> nodeToSig;
private static Dictionary<string, int> sigToIndex;
private static string ComputeChildrenSignature(OctreeNode node)
{
// child signatures
string[] childSigs = new string[8];
for (int i = 0; i < 8; i++)
{
var c = node.children[i];
childSigs[i] = c != null ? ComputeChildrenSignature(c) : "<null>";
}
// Build signature: combine node properties + child signatures (deterministic)
// Use StringBuilder then a hash (optional) — here we keep reasonable precision for floats
var sb = new StringBuilder();
sb.Append(node.isLeaf ? 'L' : 'N');
sb.Append(node.isOccupied ? '1' : '0');
sb.Append('|');
sb.Append(node.penetrationFactor.ToString("R")); // "R" for round-trip
sb.Append(',');
sb.Append(node.reflexionFactor.ToString("R"));
sb.Append('|');
for (int i = 0; i < 8; i++)
{
sb.Append(childSigs[i]);
sb.Append('|');
}
string sig = sb.ToString();
return sig;
}
// PASS 1: compute a stable signature for each node (string here for simplicity)
private static string ComputeSignature(OctreeNode node)
{
// child signatures
string[] childSigs = new string[8];
for (int i = 0; i < 8; i++)
{
var c = node.children[i];
childSigs[i] = c != null ? ComputeChildrenSignature(c) : "<null>";
}
// Build signature: combine node properties + child signatures (deterministic)
// Use StringBuilder then a hash (optional) — here we keep reasonable precision for floats
var sb = new StringBuilder();
for (int i = 0; i < 8; i++)
{
sb.Append(childSigs[i]);
sb.Append('|');
}
string sig = sb.ToString();
return sig;
}
// PASS 2: build nodes list — parent reserved first so unique children end up contiguous after parent.
private static int BuildNode(OctreeNode node, List<LinearNode> nodes, int nodeIndex)
{
LinearNode ln = nodes[nodeIndex];
// Now fill the LinearNode with correct fields.
ln.penetrationFactor = node.penetrationFactor;
ln.reflexionFactor = node.reflexionFactor;
ln.isLeaf = node.isLeaf ? 1u : 0u;
ln.isOccupied = node.isOccupied ? 1u : 0u;
ln.pad0 = 0;
ln.pad1 = 0;
ln.childMask = 0;
string sig = ComputeSignature(node);
if(sigToIndex.TryGetValue(sig, out int existingIndex))
{
ln.childBase = nodes[existingIndex].childBase;
for (int i = 0; i < 8; i++)
{
if (node.children[i] != null)
ln.childMask |= (1u << i);
}
nodes[nodeIndex] = ln;
return nodeIndex;
}
ln.childBase = nodes.Count;
for (int i = 0; i < 8; i++)
{
OctreeNode childNode = node.children[i];
if (childNode != null)
{
nodes.Add(new LinearNode());
}
}
int realIndex = 0;
for (int i = 0; i < 8; i++)
{
OctreeNode childNode = node.children[i];
if (childNode != null)
{
int index = BuildNode(childNode, nodes, ln.childBase + realIndex);
string childSig = ComputeSignature(childNode);
sigToIndex[childSig] = index;
ln.childMask |= 1u << i;
realIndex++;
}
}
nodes[nodeIndex] = ln;
return nodeIndex;
}
// Simple reference-equality comparer for OctreeNode (so Dictionary uses node identity)
private class ReferenceEqualityComparer<T> : IEqualityComparer<T> where T : class
{
public static readonly ReferenceEqualityComparer<T> Default = new ReferenceEqualityComparer<T>();
public bool Equals(T x, T y) => ReferenceEquals(x, y);
public int GetHashCode(T obj) => System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(obj);
}
}