Continue working work optimiser.
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115
source/worldbuilder/octreeoptimisation.cpp
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115
source/worldbuilder/octreeoptimisation.cpp
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Octree world optimiser implementation
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <worldoptimiser.h>
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void OctreeOptimisation::makeTree(Group *leaf)
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{
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/* Let's take the bounding box of the root */
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BoundingBox rootBB = leaf->getBounds();
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/* Take the mid value for each axes */
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double midX = (rootBB.max.x - rootBB.min.x) / 2.0 + rootBB.min.x;
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double midY = (rootBB.max.y - rootBB.min.y) / 2.0 + rootBB.min.y;
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double midZ = (rootBB.max.z - rootBB.min.z) / 2.0 + rootBB.min.z;
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BoundingBox QuadrantBB[8];
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int quadrantIdx;
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Group *Quadrants[8];
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int i;
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if (leaf->getObjectCount() > 4)
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{
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/* Split the main bounding box into 8 boxes */
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QuadrantBB[0] | rootBB.min;
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QuadrantBB[0] | Point(midX, midY, midZ);
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QuadrantBB[1] | Point(midX, rootBB.min.y, rootBB.min.z);
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QuadrantBB[1] | Point(rootBB.max.x, midY, midZ);
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QuadrantBB[2] | Point(rootBB.min.x, midY, rootBB.min.z);
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QuadrantBB[2] | Point(midX, rootBB.max.y, midZ);
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QuadrantBB[3] | Point(midX, midY, rootBB.min.z);
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QuadrantBB[3] | Point(rootBB.max.x, rootBB.max.y, midZ);
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QuadrantBB[4] | Point(rootBB.min.x, midY, midZ);
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QuadrantBB[4] | Point(midX, rootBB.max.y, rootBB.max.z);
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QuadrantBB[5] | Point(midX, midY, midZ);
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QuadrantBB[5] | rootBB.max;
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QuadrantBB[6] | Point(rootBB.min.x, rootBB.min.y, midZ);
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QuadrantBB[6] | Point(midX, midY, rootBB.max.z);
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QuadrantBB[7] | Point(midX, rootBB.min.y, midZ);
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QuadrantBB[7] | Point(rootBB.max.x, midY, rootBB.max.z);
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for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
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{
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Quadrants[quadrantIdx] = nullptr;
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}
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for (i = 0 ; i < leaf->getObjectCount(); i++)
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{
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Shape *shp = leaf->getObject(i);
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if ((shp->getType() != Shape::GROUP) && (shp->getType() != Shape::OBJFILE))
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{
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BoundingBox objBB = shp->getBounds();
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for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
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{
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if (QuadrantBB[quadrantIdx].fitsIn(objBB))
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{
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if (Quadrants[quadrantIdx] == nullptr)
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{
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char name[32];
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snprintf(name, 32, "Quadrant %d", quadrantIdx);
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Quadrants[quadrantIdx] = new Group(name);
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}
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Quadrants[quadrantIdx]->addObject(shp);
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leaf->removeObject(shp);
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i -= 1;
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break;
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}
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}
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}
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else
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{
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leaf->removeObject(shp);
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/* No cleanup for now, it's bad, I know */
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//delete shp;
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i -= 1;
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}
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}
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/* Now add the quadrant to the root and recurse in it */
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for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
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{
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if (Quadrants[quadrantIdx] != nullptr)
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{
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this->makeTree(Quadrants[quadrantIdx]);
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leaf->addObject(Quadrants[quadrantIdx]);
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}
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}
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}
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}
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void OctreeOptimisation::run()
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{
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/* First let's clear our hands */
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this->moveInfiniteObjects();
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/* Then let's have some fun! */
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this->moveAllObjects();
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/* Now.. The fun start ! */
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makeTree(this->root);
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}
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