Adding BVH optimisation.
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@@ -34,6 +34,8 @@ public:
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class BVHOptimisation : public WorldOptimiser
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{
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private:
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void makeTree(Group *leaf, int depth = 0);
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public:
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void run();
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};
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145
source/worldoptimiser/bvhoptimisation.cpp
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145
source/worldoptimiser/bvhoptimisation.cpp
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@@ -0,0 +1,145 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* BVH 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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#include <cube.h>
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#include <transformation.h>
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void BVHOptimisation::makeTree(Group *leaf, int depth)
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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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double dx = (rootBB.max.x - rootBB.min.x);
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double dy = (rootBB.max.y - rootBB.min.y);
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double dz = (rootBB.max.z - rootBB.min.z);
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/* Take the mid value for each axes */
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Tuple midMin = rootBB.min;
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Tuple midMax = rootBB.max;
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BoundingBox SlicesBB[2];
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int sliceIdx;
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Group *Slices[2];
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double largestSide = max3(dx, dy, dz);
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int i;
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if (largestSide == dx)
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{
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midMin.x = rootBB.min.x + dx / 2.0;
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midMax.x = rootBB.min.x + dx / 2.0;
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}
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else if (largestSide == dy)
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{
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midMin.y = rootBB.min.y + dy / 2.0;
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midMax.y = rootBB.min.y + dy / 2.0;
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}
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else
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{
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midMin.z = rootBB.min.z + dx / 2.0;
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midMax.z = rootBB.min.z + dx / 2.0;
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}
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/* Split the main bounding box into 8 boxes */
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SlicesBB[0] | rootBB.min;
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SlicesBB[0] | midMax;
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SlicesBB[1] | rootBB.max;
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SlicesBB[1] | midMin;
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for (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
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{
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Slices[sliceIdx] = 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 (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
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{
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if (SlicesBB[sliceIdx].fitsIn(objBB))
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{
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if (Slices[sliceIdx] == nullptr)
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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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}
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Slices[sliceIdx]->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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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 (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
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{
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if (Slices[sliceIdx] != nullptr)
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{
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this->makeTree(Slices[sliceIdx], depth + 1);
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Slices[sliceIdx]->updateBoundingBox();
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leaf->addObject(Slices[sliceIdx]);
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#if 0
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Cube *cb = new Cube();
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double sx = SlicesBB[sliceIdx].max.x - SlicesBB[sliceIdx].min.x;
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double sy = SlicesBB[sliceIdx].max.y - SlicesBB[sliceIdx].min.y;
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double sz = SlicesBB[sliceIdx].max.z - SlicesBB[sliceIdx].min.z;
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cb->setTransform(translation(SlicesBB[sliceIdx].min.x, SlicesBB[sliceIdx].min.y,
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SlicesBB[sliceIdx].min.z) * scaling(sx, sy, sz));
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cb->material.colour = Colour(0.01, 0.01, 0);
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cb->materialSet = true;
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cb->dropShadow = false;
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cb->material.ambient = 0.1;
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cb->material.reflective = 0;
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cb->material.transparency = 0.95;
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cb->material.refractiveIndex = 1;
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cb->material.specular = 0;
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leaf->addObject(cb);
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printf("%s: %d objs\n", Slices[sliceIdx]->getName(),
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Slices[sliceIdx]->getObjectCount());
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#endif
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}
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}
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}
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void BVHOptimisation::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, 0);
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}
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