Make BVH and Octree to not flatten the world before parsing

It may help a lot on some scene that already use groups.

So each exiting group have their own BVH or Octree in.

It does help a lot on already organised scene like the Christmas balls.
This commit is contained in:
Godzil
2020-03-13 01:07:28 +00:00
parent 5b6b627a43
commit aacd4f6c9e

View File

@@ -8,6 +8,7 @@
*/
#include <worldoptimiser.h>
#include <cube.h>
#include <objfile.h>
#include <transformation.h>
void OctreeOptimisation::makeTree(Group *leaf, int depth)
@@ -19,103 +20,100 @@ void OctreeOptimisation::makeTree(Group *leaf, int depth)
double midX = (rootBB.max.x - rootBB.min.x) / 2.0 + rootBB.min.x;
double midY = (rootBB.max.y - rootBB.min.y) / 2.0 + rootBB.min.y;
double midZ = (rootBB.max.z - rootBB.min.z) / 2.0 + rootBB.min.z;
BoundingBox QuadrantBB[8];
int quadrantIdx;
Group *Quadrants[8];
BoundingBox octantBB[8];
int octantIdx;
Group *octants[8];
int i;
if (leaf->getObjectCount() > 2)
//if (leaf->getObjectCount() > 2)
{
/* Split the main bounding box into 8 boxes */
QuadrantBB[0] | Point(rootBB.min.x, rootBB.min.y, rootBB.min.z);
QuadrantBB[0] | Point(midX, midY, midZ);
octantBB[0] | Point(rootBB.min.x, rootBB.min.y, rootBB.min.z);
octantBB[0] | Point(midX, midY, midZ);
QuadrantBB[1] | Point(midX, rootBB.min.y, rootBB.min.z);
QuadrantBB[1] | Point(rootBB.max.x, midY, midZ);
octantBB[1] | Point(midX, rootBB.min.y, rootBB.min.z);
octantBB[1] | Point(rootBB.max.x, midY, midZ);
QuadrantBB[2] | Point(rootBB.min.x, midY, rootBB.min.z);
QuadrantBB[2] | Point(midX, rootBB.max.y, midZ);
octantBB[2] | Point(rootBB.min.x, midY, rootBB.min.z);
octantBB[2] | Point(midX, rootBB.max.y, midZ);
QuadrantBB[3] | Point(midX, midY, rootBB.min.z);
QuadrantBB[3] | Point(rootBB.max.x, rootBB.max.y, midZ);
octantBB[3] | Point(midX, midY, rootBB.min.z);
octantBB[3] | Point(rootBB.max.x, rootBB.max.y, midZ);
QuadrantBB[4] | Point(rootBB.min.x, midY, midZ);
QuadrantBB[4] | Point(midX, rootBB.max.y, rootBB.max.z);
octantBB[4] | Point(rootBB.min.x, midY, midZ);
octantBB[4] | Point(midX, rootBB.max.y, rootBB.max.z);
QuadrantBB[5] | Point(midX, midY, midZ);
QuadrantBB[5] | Point(rootBB.max.x, rootBB.max.y, rootBB.max.z);
octantBB[5] | Point(midX, midY, midZ);
octantBB[5] | Point(rootBB.max.x, rootBB.max.y, rootBB.max.z);
QuadrantBB[6] | Point(rootBB.min.x, rootBB.min.y, midZ);
QuadrantBB[6] | Point(midX, midY, rootBB.max.z);
octantBB[6] | Point(rootBB.min.x, rootBB.min.y, midZ);
octantBB[6] | Point(midX, midY, rootBB.max.z);
QuadrantBB[7] | Point(midX, rootBB.min.y, midZ);
QuadrantBB[7] | Point(rootBB.max.x, midY, rootBB.max.z);
octantBB[7] | Point(midX, rootBB.min.y, midZ);
octantBB[7] | Point(rootBB.max.x, midY, rootBB.max.z);
for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
{
Quadrants[quadrantIdx] = nullptr;
octants[octantIdx] = nullptr;
}
for (i = 0 ; i < leaf->getObjectCount(); i++)
{
Shape *shp = leaf->getObject(i);
if ((shp->getType() != Shape::GROUP) && (shp->getType() != Shape::OBJFILE))
BoundingBox objBB = shp->getBounds();
//if ((shp->getType() != Shape::GROUP) && (shp->getType() != Shape::OBJFILE))
for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
{
BoundingBox objBB = shp->getBounds();
for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
if (octantBB[octantIdx].fitsIn(objBB))
{
if (QuadrantBB[quadrantIdx].fitsIn(objBB))
if (octants[octantIdx] == nullptr)
{
if (Quadrants[quadrantIdx] == nullptr)
{
char name[32];
snprintf(name, 32, "%d_Quadrant %d", depth, quadrantIdx);
//for(int j=0; j < depth; j++) { printf(" "); }
//printf("%s\n", name);
Quadrants[quadrantIdx] = new Group(name);
char name[32];
snprintf(name, 32, "%d_Quadrant %d", depth, octantIdx);
octants[octantIdx] = new Group(name);
Quadrants[quadrantIdx]->setBounds(QuadrantBB[quadrantIdx]);
}
Quadrants[quadrantIdx]->addObject(shp);
leaf->removeObject(shp);
i -= 1;
break;
octants[octantIdx]->setBounds(octantBB[octantIdx]);
}
octants[octantIdx]->addObject(shp);
leaf->removeObject(shp);
i -= 1;
break;
}
}
else
if (shp->getType() == Shape::GROUP)
{
leaf->removeObject(shp);
/* No cleanup for now, it's bad, I know */
//delete shp;
i -= 1;
this->makeTree((Group *)shp, depth + 1);
}
if (shp->getType() == Shape::OBJFILE)
{
this->makeTree((Group *)((OBJFile *)shp)->getBaseGroup(), depth + 1);
}
}
//if (depth < 1)
{
/* Now add the quadrant to the root and recurse in it */
for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
{
if (Quadrants[quadrantIdx] != nullptr)
if (octants[octantIdx] != nullptr)
{
this->makeTree(Quadrants[quadrantIdx], depth + 1);
this->makeTree(octants[octantIdx], depth + 1);
Quadrants[quadrantIdx]->updateBoundingBox();
octants[octantIdx]->updateBoundingBox();
leaf->addObject(Quadrants[quadrantIdx]);
leaf->addObject(octants[octantIdx]);
#if 0
Cube *cb = new Cube();
double sx = QuadrantBB[quadrantIdx].max.x - QuadrantBB[quadrantIdx].min.x;
double sy = QuadrantBB[quadrantIdx].max.y - QuadrantBB[quadrantIdx].min.y;
double sz = QuadrantBB[quadrantIdx].max.z - QuadrantBB[quadrantIdx].min.z;
double sx = octantBB[octantIdx].max.x - octantBB[octantIdx].min.x;
double sy = octantBB[octantIdx].max.y - octantBB[octantIdx].min.y;
double sz = octantBB[octantIdx].max.z - octantBB[octantIdx].min.z;
cb->setTransform(translation(QuadrantBB[quadrantIdx].min.x, QuadrantBB[quadrantIdx].min.y,
QuadrantBB[quadrantIdx].min.z) * scaling(sx, sy, sz));
cb->setTransform(translation(octantBB[octantIdx].min.x, octantBB[octantIdx].min.y,
octantBB[octantIdx].min.z) * scaling(sx, sy, sz));
cb->material.colour = Colour(0.01, 0.01, 0);
cb->materialSet = true;
cb->dropShadow = false;
@@ -126,8 +124,8 @@ void OctreeOptimisation::makeTree(Group *leaf, int depth)
cb->material.specular = 0;
leaf->addObject(cb);
printf("%s: %d objs\n", Quadrants[quadrantIdx]->getName(),
Quadrants[quadrantIdx]->getObjectCount());
printf("%s: %d objs\n", octants[octantIdx]->getName(),
octants[octantIdx]->getObjectCount());
#endif
}
}
@@ -141,7 +139,7 @@ void OctreeOptimisation::run()
this->moveInfiniteObjects();
/* Then let's have some fun! */
this->moveAllObjects();
//this->moveAllObjects();
/* Now.. The fun start ! */
makeTree(this->root, 0);