Slight changes in octree/bvh
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@@ -8,6 +8,7 @@
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*/
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#include <worldoptimiser.h>
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#include <cube.h>
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#include <objfile.h>
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#include <transformation.h>
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void BVHOptimisation::makeTree(Group *leaf, int depth)
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@@ -63,8 +64,6 @@ void BVHOptimisation::makeTree(Group *leaf, int depth)
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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 (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
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@@ -75,8 +74,6 @@ void BVHOptimisation::makeTree(Group *leaf, int depth)
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{
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char name[32];
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snprintf(name, 32, "%d_Slice %d", depth, sliceIdx);
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//for(int j=0; j < depth; j++) { printf(" "); }
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//printf("%s\n", name);
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Slices[sliceIdx] = new Group(name);
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Slices[sliceIdx]->setBounds(SlicesBB[sliceIdx]);
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@@ -89,11 +86,13 @@ void BVHOptimisation::makeTree(Group *leaf, int depth)
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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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if (shp->getType() == Shape::GROUP)
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{
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leaf->removeObject(shp);
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i -= 1;
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this->makeTree((Group *)shp, depth + 1);
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}
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else if (shp->getType() == Shape::OBJFILE)
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{
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this->makeTree((Group *)((OBJFile *)shp)->getBaseGroup(), depth + 1);
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}
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}
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@@ -138,7 +137,7 @@ void BVHOptimisation::run()
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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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//this->moveAllObjects();
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/* Now.. The fun start ! */
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makeTree(this->root, 0);
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@@ -26,8 +26,7 @@ void OctreeOptimisation::makeTree(Group *leaf, int depth)
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int i;
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//if (leaf->getObjectCount() > 2)
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{
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/* Split the main bounding box into 8 boxes */
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octantBB[0] | Point(rootBB.min.x, rootBB.min.y, rootBB.min.z);
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octantBB[0] | Point(midX, midY, midZ);
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@@ -94,8 +93,6 @@ void OctreeOptimisation::makeTree(Group *leaf, int depth)
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}
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}
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//if (depth < 1)
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{
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/* Now add the quadrant to the root and recurse in it */
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for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
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{
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@@ -129,8 +126,6 @@ void OctreeOptimisation::makeTree(Group *leaf, int depth)
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#endif
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}
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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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