/* * DoRayMe - a quick and dirty Raytracer * Octree world optimiser implementation * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include void OctreeOptimisation::makeTree(Group *leaf, int depth) { /* Let's take the bounding box of the root */ BoundingBox rootBB = leaf->getBounds(); /* Take the mid value for each axes */ 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]; int i; 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); QuadrantBB[1] | Point(midX, rootBB.min.y, rootBB.min.z); QuadrantBB[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); QuadrantBB[3] | Point(midX, midY, rootBB.min.z); QuadrantBB[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); QuadrantBB[5] | Point(midX, midY, midZ); QuadrantBB[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); QuadrantBB[7] | Point(midX, rootBB.min.y, midZ); QuadrantBB[7] | Point(rootBB.max.x, midY, rootBB.max.z); for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++) { Quadrants[quadrantIdx] = 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(); for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++) { if (QuadrantBB[quadrantIdx].fitsIn(objBB)) { 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); Quadrants[quadrantIdx]->setBounds(QuadrantBB[quadrantIdx]); } Quadrants[quadrantIdx]->addObject(shp); leaf->removeObject(shp); i -= 1; break; } } } else { leaf->removeObject(shp); /* No cleanup for now, it's bad, I know */ //delete shp; i -= 1; } } //if (depth < 1) { /* Now add the quadrant to the root and recurse in it */ for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++) { if (Quadrants[quadrantIdx] != nullptr) { this->makeTree(Quadrants[quadrantIdx], depth + 1); Quadrants[quadrantIdx]->updateBoundingBox(); leaf->addObject(Quadrants[quadrantIdx]); #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; cb->setTransform(translation(QuadrantBB[quadrantIdx].min.x, QuadrantBB[quadrantIdx].min.y, QuadrantBB[quadrantIdx].min.z) * scaling(sx, sy, sz)); cb->material.colour = Colour(0.01, 0.01, 0); cb->materialSet = true; cb->dropShadow = false; cb->material.ambient = 0.1; cb->material.reflective = 0; cb->material.transparency = 0.95; cb->material.refractiveIndex = 1; cb->material.specular = 0; leaf->addObject(cb); printf("%s: %d objs\n", Quadrants[quadrantIdx]->getName(), Quadrants[quadrantIdx]->getObjectCount()); #endif } } } } } void OctreeOptimisation::run() { /* First let's clear our hands */ this->moveInfiniteObjects(); /* Then let's have some fun! */ this->moveAllObjects(); /* Now.. The fun start ! */ makeTree(this->root, 0); }