Continue working work optimiser.
This commit is contained in:
@@ -12,7 +12,7 @@ file(GLOB RAY_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/include/*.h ${CMAKE_CURRENT_SO
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${CMAKE_CURRENT_SOURCE_DIR}/uvpattern/*.h)
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file(GLOB RAY_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/shapes/*.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/worldbuilder/*.cpp)
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${CMAKE_CURRENT_SOURCE_DIR}/worldbuilder/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/worldoptimiser/*.cpp)
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target_include_directories(rayonnement PUBLIC include pattern)
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@@ -39,7 +39,8 @@ public:
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void addObject(Shape *s);
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void removeObject(Shape *s);
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Shape *operator[](const int p) { return this->objectList[p]; };
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Shape *operator[](const int p) { return this->getObject(p); };
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Shape *getObject(const int p) { return this->objectList[p]; };
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Shape *getUnboxable(const int p) { return this->unboxableObjectList[p]; };
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Intersect intersect(Ray r);
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@@ -11,25 +11,39 @@
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#include <group.h>
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/* World Optimiser subclasses will created move objcet around to try to optimise the parsing of the world.
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/* World Optimiser subclasses will created move objects around to try to optimise the raytrace of the world, to
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* have as least as possible object to intersect per ray.
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* This class is abstract to we can implement different type and change at runtime or build time
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*/
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class WorldOptimiser
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{
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protected:
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Group *root;
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void moveInfiniteObjects(Shape *s = nullptr);
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void moveAllObjects(Shape *s = nullptr);
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public:
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virtual void run(Group *root) = 0;
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void setRoot(Group *root) { this->root = root; };
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virtual void run() = 0;
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};
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class NoWorldOptimisation : public WorldOptimiser
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{
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public:
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void run(Group *root) {};
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void run() {};
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};
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class BVHOptimisation : public WorldOptimiser
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{
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public:
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void run();
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};
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class OctreeOptimisation : public WorldOptimiser
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{
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private:
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void makeTree(Group *leaf);
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public:
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void run(Group *root) {};
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void run();
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};
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#endif /* DORAYME_WORLDOPTIMISER_H */
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@@ -189,11 +189,12 @@ Colour World::refractedColour(Computation comps, uint32_t depthCount)
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void World::finalise(WorldOptimiser &opt)
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{
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/* First lock eveyrything */
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/* First lock everything */
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this->worldGroup.lock();
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/* Now run the optimiser */
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opt.run(&this->worldGroup);
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opt.setRoot(&this->worldGroup);
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opt.run();
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}
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void World::dumpMe(FILE *fp)
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115
source/worldbuilder/octreeoptimisation.cpp
Normal file
115
source/worldbuilder/octreeoptimisation.cpp
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@@ -0,0 +1,115 @@
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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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124
source/worldoptimiser.cpp
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124
source/worldoptimiser.cpp
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@@ -0,0 +1,124 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* WorldOptimiser 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 <shape.h>
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#include <group.h>
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#include <objfile.h>
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#include <world.h>
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#include <worldoptimiser.h>
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/* This function is meant to move all infinite object to the root group */
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void WorldOptimiser::moveInfiniteObjects(Shape *s)
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{
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if (s == nullptr)
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{
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s = this->root;
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}
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if (s->getType() == Shape::OBJFILE)
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{
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/* Special case */
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OBJFile *obj = (OBJFile *)s;
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s = obj->getBaseGroup();
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}
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if (s->getType() == Shape::GROUP)
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{
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int i;
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Group *grp = (Group *)s;
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if (grp->getUnboxableCount() > 0)
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{
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for(i = 0; i < grp->getUnboxableCount(); i++)
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{
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Shape *shp = grp->getUnboxable(i);
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if (this->root != s)
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{
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if (shp->getType() == Shape::GROUP)
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{
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/* Issue a warning if it is a group */
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printf("WARNING: The group '%s' in '%s' have infinite bounds, all items part of it will not be optimised."
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"That may affect performances!",
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((Group *)shp)->getName(),
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grp->getName());
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}
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this->root->addObject(shp);
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grp->removeObject(shp);
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/* We remove an object from that list, so need to do some stuffs. */
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i -= 1;
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}
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}
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}
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/* Now let's traverse the rest of that group */
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if (grp->getObjectCount() > 0)
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{
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for(i = 0; i < grp->getObjectCount(); i++)
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{
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Shape *shp = grp->getObject(i);
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this->moveInfiniteObjects(shp);
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}
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}
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}
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/* If it is not a group, there is nothing to be done there. */
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}
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void WorldOptimiser::moveAllObjects(Shape *s)
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{
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if (s == nullptr)
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{
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s = this->root;
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}
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if (s->getType() == Shape::OBJFILE)
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{
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/* Special case */
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OBJFile *obj = (OBJFile *)s;
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s = obj->getBaseGroup();
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}
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/* We should be here only when it is a group, but better being safe. */
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if (s->getType() == Shape::GROUP)
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{
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int i;
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Group *grp = (Group *)s;
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/* Now let's traverse the rest of that group */
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if (grp->getObjectCount() > 0)
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{
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for(i = 0; i < grp->getObjectCount(); i++)
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{
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Shape *shp = grp->getObject(i);
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switch(shp->getType())
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{
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default:
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/* Don't move if we are on the same leaf */
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if (this->root != s)
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{
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/* It is not a group type object so, move it! */
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this->root->addObject(shp);
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grp->removeObject(shp);
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/* We remove an object from that list, so need to do some stuffs. */
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i -= 1;
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}
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break;
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case Shape::GROUP:
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case Shape::OBJFILE:
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this->moveAllObjects(shp);
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}
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}
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}
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}
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/* If it is not a group, there is nothing to be done there. */
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}
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